MYSTWOOD
It is a time when danger lurks in the mists, when things long buried emerge from the depths of the forest, when ordinary folk may win fame and fortune with sword and spell, or perish unremarked. In short, things are as they have always been in the Mystwood… 4th Edition- 2/22/2016. Copyright Truax McFarland, Dylan Sirois, and Robert Dunham
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TABLE OF CONTENTS PG SECTION 3 CHAPTER ONE: AN INTRODUCTION TO LIVE ACTION ROLEPLAYING 9
CHAPTER TWO: THE CORE RULES
30 CHAPTER THREE: AN INTRODUCTION TO THE WORLD OF MYSTWOOD 43 CHAPTER FOUR: CHARACTER CREATION 47 CHAPTER FIVE: GIFTS 53 CHAPTER SIX: CHARACTER OCCUPATIONS 63 CHAPTER SEVEN: SKILLS 79 CHAPTER EIGHT: ADVANTAGES AND DISADVANTAGES 85 CHAPTER NINE: RELIGION 89 CHAPTER TEN: CHARACTER ADVANCEMENT 93 APPENDIX ONE: SPELLS 96 APPENDIX TWO: FEATS OF LEGEND 98 APPENDIX THREE: COMPILED TABLES 105 APPENDIX FOUR: ECONOMY 110 APPENDIX FIVE: WITCHBLOOD 111 APPENDIX SIX: A SHORT PRIMER ON CHARACTERIZATION
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CHAPTER ONE AN INTRODUCTION TO LIVE ACTION ROLEPLAYING
What is Mystwood?
How is combat handled?
...being transported into a fantasy movie like the Fellowship of the Ring, Conan the Barbarian, or Willow.
Combat is a sport, in which you use specially constructed padded swords and other weapons at your opponent, while trying to avoid being struck by them. It is not a particularly “realistic” simulation of sword fighting, but it is fun, safe, exciting, and easy to get into.
...becoming a character in that movie, but without a script.
Does it hurt?
Imagine...
...a world created for you to adventure in, as complete as possible. As real as possible. No dice. No computers.
When conducted properly, no. The weapons used are very safe, but they can sting or bruise when used with too much force. Hits to the head and other vulnerable areas are not allowed. Anyone causing another player pain is breaking the rules, and will be in big trouble if the problem persists. Poorly constructed weapons are another problem. Some people have encountered LARP combat with poorly made weapons- too much duct tape, used with too much force, or padded with the wrong foam- and found it painful and intimidating. Mystwood combat strives to avoid this. Nearly anyone should be able to participate in combat in (relative) comfort.
Now, imagine that you do not NEED to use your imagination…because it is all there before you!
So is it like Martial Arts?
...that you could be a hero in the struggle against evil for a day. ...feeling the pulse pounding excitement of a fantasy adventure, without real danger. ...fighting hand to hand against savage foes, with victory decided by your own skill, or the feeling of magic at your fingertips.
LARP (Live Action Roleplaying) is a hobby in which you portray an imaginary character, “live”, as though you were an actor in a movie. To put it more simply, it’s about picking up a (padded) sword, and heading out into the woods to enter a fantasy world complete with props, sets, and actors for a day or weekend.
What does it actually LOOK like? Costuming and effects could be compared to a “B grade” movie- and they are getting better all the time. At Mystwood, all inhabitants, monsters, and other creatures wear costumes, often quite elaborate. A variety of masks and makeup are used to simulate non-human beings. Clothing is worn that is appropriate to a fantasy world. The village where the game takes place is specially constructed as a “set” to appear as a fortified settlement from the past. Other “sets” are used for ruins and tunnels. Music, fog machines, light, and other “special effects” are also sometimes used.
Do I have to wear a costume? Yes- you wouldn't want someone in khakis and a Metallica t-shirt wandering through a "Star Wars" movie set, would you? While costumes can generally be borrowed from the game if need be; it’s better to make or buy your own. 4
Not really. It bears little resemblance to things like kickboxing. Since the objective is NOT to hurt (or even bruise) your opponent, real life combat skills are not as helpful as they might be in a real fight. However, some of the principles of the martial arts apply, and anyone trained in martial arts should have no problem mastering LARP combat.
How do you know when you’re dead? Mystwood uses a “Hit Point” system. For example, a certain character might have 5 Hit Points. They could be struck with a sword 5 times before being taken out. If they were hit by something that did 3 points of damage, they would subtract this from their total, and have 2 Hit Points left.
Is Combat the only thing going on? Not at all. Combat is exciting, and plays a large role, but an equal emphasis is placed on roleplaying characters, costumes, sets, special effects, the “story” of the game, challenges of physical skill (such as leaping from platform to platform), or mental ability (solving puzzles), entertainment and feasts.
I’m no Arnold Schwarzenegger or Bruce Lee. Do I still stand a chance in combat? Absolutely. LARP combat is a sport, and like any sport, there are those who are very good at it. However, it is a sport that is easy to become competent in. A few weeks of practice are enough to enable most people to hold their own. The weapons are light enough for just about anyone to use, so you don’t have to build up strength, as you would have to in order to wield a real sword. Since you aren’t really trying to hurt people, large folk can actually be at a disadvantage, since they present a larger target, and get no benefit from their generally greater strength. Teamwork and tactics are often more important than raw skill and fitness. This isn’t a movie where extras attack the heroes one at a time to be conveniently slaughtered, leaving themselves wide open. Two fighters working together can defeat most single foes, and anyone can be defeated by a well-placed attack from behind.
What about magic? Magic is simulated in a variety of ways. Some spells work automatically- the person points at you and says the effect of the spell. Most spells, though, require that the magician throw a “spell packet”, basically a golf-ball sized birdseed bean bag, at you. If it misses, the spell fails.
So there’s an ongoing story? Absolutely. The “Player Characters” continue from event to event, learning more about their world, learning new skills, gaining new abilities, encountering new and old friends and enemies, and generally living a fantasy adventure.
Who can play? Anyone 14 years of age or older, who can follow the rules (especially the core safety rules) may play. Younger players are sometimes allowed on a case by case basis. Persons under 18 years old also need parent’s consent. You may be asked to present some proof of age.
What are “PCs” and “NPCs”? PC stands for “Player Character”. A person who participates as a PC plays a single character for an entire event- a hero or heroine of the story. This character is created by the player, and has various skills and abilities defined in the rules. Such characters are the central focus of the story, and the action revolves around them. Think of them as the main characters of a movie. As time passes, Player characters progress, and gain power and experience. 5
NPCs are “Non-Player Characters”- the extras, crew and cast of the game. During an event, an NPC will play many roles, often enemies of the PCs. Thus they might be peasants, marauding brigands, wise sages, winsome maidens, foppish rakes, or hideous monsters. These NPC parts are assigned by the Staff (the people who actually organize the event), and NPCs must play the part assigned as best they can, until it is time to receive a new one.
What’s the difference between Mystwood and a Renaissance Faire? A Renaissance Faire is a large production, which most people go to watch. Mystwood events are generally smaller and there are no spectators- everyone is involved in the action. Everyone at a LARP is “in game”, and you are a direct participant in the action, not a spectator. You don’t watch the goodly knight thwart the evil sheriff- you do it yourself, or try to anyway. There is no script, so success or failure depends on your skill, cunning, teamwork, and luck. Another difference is that Renaissance Faires stage choreographed battles between professionals, often using steel weapons, while LARP combat is unchoreographed, with NO steel weapons allowed.
How does Mystwood compare with the Society for Creative Anachronism (SCA)?
Though they often appeal to the same sort of people, the experiences are very different. The main differences are twofold: First, at Mystwood you are continuously “in character”. The goal is to create as complete a world of sight, sound, touch and even taste as possible. There is also an ongoing story- things happen to the PC s, events transpire, choices are made. The SCA on the other hand, works to recreate historical arts and situations rather than a fantasy world. Second, LARP combat is much less demanding, and consequently, not as realistic as that of the SCA. On the plus side, that means you can do a lot more of it.
What does this have to do with vampires? Almost nothing. “World of Darkness” or “Vampire LARP” is a different, related hobby. Each has its own merits, but they have relatively little in common beyond the idea of roleplaying. There certainly are Vampires in Mystwood, but they exist as foes and monsters!
Benefits Live Action Roleplaying is an exciting and demanding activity that often brings great personal growth. The athletic challenge of fighting helps build fitness, and often appeals to young people who don’t enjoy traditional sports. Success requires practice, focus, and discipline, much like a traditional martial art. Most live action roleplaying adventures require teamwork to overcome a variety of challenges, not unlike “Outward Bound” activities. There is also a great opportunity for social growth, as people of a variety of ages and backgrounds come together in a way that is all too rare today. The need to create one’s costume and gear is a way to exercise artistic talents and craft skills. Every participant is valued for their contributions regardless of their age. Success in a difficult battle, solving a complex puzzle, or leading others to victory are great self-esteem builders. Unlike computer gaming, live action roleplaying takes place outdoors, and has physical, social, and emotional benefits computers cannot provide.
Safety Concerns
Like any contact sport, there are risks associated with live action roleplaying. Good judgment in running and jumping is the most important safety skill. Injuries are rare, but they do occur, almost always from falls in rough terrain. Padded LARP weapons, properly constructed, are extremely safe. If your child trains at home, you should be sure that they are following Mystwood safety standards for sword construction and for sparring. No attacks to the head, no body contact, no pushing, wrestling, punching or kicking. No “baseball bat” type attacks, and no more than 3 swings before a break. Sparring should take place on a level surface free from obstacles. Following these rules will help keep your child safe, as well as ensuring that they properly prepared for Mystwood events.
Supervision Mystwood endeavors to provide a safe, supportive environment for all participants. No drugs or alcohol are allowed at any event, and high standards of courtesy and safety are required. However, neither MASI nor Burgundar LLC provides supervision of any sort, and should not be thought of as a “camp” or daycare activity. Mystwood is primarily an adult organization. Young people that participate are expected to be mature enough to take care of themselves. 6
Age limits for events generally vary from 14-18 years old minimum, and ultimately it is your responsibility as a parent to determine if your child is mature enough to participate safely. A good rule of thumb is “Would you be comfortable with your child spending a weekend camping with friends?” If the answer is yes, then they should be ready for Mystwood events. It may be a good idea to accompany your child to an event. LARP is a great family activity, and it will give you a better idea of what an event is like. Another alternative is to start with a single Chronicle of adventuring, rather than a full weekend event. Anyone under 18 must have a waiver of liability signed by a parent or guardian.
What is Maine Adventure Society Inc.? The Maine Adventure Society, or MASI, is a non-profit organization devoted to promoting “Adventure” in the form of Extreme Roleplaying (LARP), in Maine. The Maine Adventure Society sponsors the game of Mystwood at the Jefferson location, as well as several other excellent games. MASI’s events are set in the village of Mystwood Keep, roughly central to the Mystwood, a long-established trade town once abandoned, but now resettled by eager adventurers and townsfolk.
What is Burgundar, LLC?
Burgundar is a seasonal outdoor venue for LARP events. Burgundar's mission is to expand the LARP hobby and utilize its potential for education, personal growth and fun, and to provide a safe, immersive and restorative environment for special events of all kinds to occur. Burgundar LLC sponsors the game of Mystwood at the Harrison location. Burgundar’s events are set in the eponymousvillage of Burgundar, a newly acquired holding of the Duke of Eastmarch, full of Skandiandescended Norse influences, and strange customs.
What to Expect at a Mystwood LARP Event Event Schedule Full weekend events generally begin Friday night around 9:00pm, and end Sunday afternoon around 3:00pm. Mystwood is set up so that if you can only attend part of the event, you can pay a reduced entry fee and will (most likely) not miss out on the whole story line. It is a good idea to arrive early to your first event and let the Staff know you are attending, so someone can show you around, as the sites are quite large. Weekend Event Schedule Friday Evening (6:00pm- 9:00pm) Friday Night (9:00pm- 12:00am) Saturday Morning (10:00am- 11:00am) Saturday Day (11:00am- 4:00pm) Saturday Evening (4:00pm- 7:00pm) Saturday Night (7:00pm- 12:00am) Sunday Day (10:00am- 2:00pm) Sunday Afternoon (2:00pm- 3:00pm)
Check in and set up Adventure Time Adventure Time Chronicle A Adventure Time and Dinner Chronicle B Chronicle C Clean Up
Single Day Event Schedule Saturday Morning (9:00am- 10:00am) Saturday Day (10:00am- 2:00pm) Saturday Evening (2:00pm- 5:00pm) Saturday Night (5:00pm- 9:00pm)
Check in and set up Chronicle/Quest Adventure Time and Dinner Chronicle/Quest
Chronicles A typical Mystwood event is divided into Chronicles and Adventure Time. Most of a Mystwood event, the saga of the game, is divided into Chronicles which may last one, two or three years. There are normally three Chronicles operating at any given time at a Mystwood chapter. This ensures that there are several story lines for players to become involved in, and players have a good chance of seeing at least a few of them through to the end. A Chronicle may focus on roleplaying, combat, adventure, or some mixture of each. Each Chronicle is typically directed by a “Triad” of three game masters, the permanent Staff of Mystwood. It is intended that Triads may retire after completing their Chronicle, and new Triads come forward to continue the saga. Each Triad is independently responsible for their Chronicle, but together comprise the game’s Staff. It is hoped that the variety of Chronicles will enable those who cannot commit to full weekends of live roleplaying to still enjoy a complete storyline. Adventure Time, by contrast, is devoted to small things not essential to any particular story, such as small group quests, roleplaying within the town, the practice of occupations and the pursuit of waystones. Much of Adventure Time is self-directed. In addition, Players may choose to act as Non-Player Characters for one or two Chronicles, thereby enriching the game with a larger cast of characters. If you would like to become part of a Triad, or run your own Chronicle, please contact the current Staff. If your proposal is not chosen, feel free to submit it again next year. You may also submit more than one proposal if you wish, however, you will never run two Chronicles at the same time.
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Accommodations Anyone attending an overnight event should be aware that most Mystwood events take place at wilderness campgrounds- you will need your own tent, sleeping gear, food, sensible shoes, bug spray, sunscreen, and water at a minimum. Some players choose to leave the game site during the overnight period.
Food Mystwood provides little to no food for players. If you plan to stay the whole weekend, you will want to pack a lunch or two, breakfasts, and snacks. There is often an out of game pot luck dinner Saturday night. If you plan to participate PLEASE bring an item to share.
Gear and Equipment You generally do not need to worry about costumes, foam swords, spell packets or the like for your first few events, as Mystwood is happy to loan such items to new members. However, as you travel deeper into the hobby, you will need to acquire your own items.
Rules You should at least be somewhat familiar with the rules of Mystwood, although by no means do you need to memorize them in full. If you are going to NPC, all that you need is a knowledge of the Core Rules.
Liability Everyone needs to sign a waiver yearly, which is available online and at game check in. Those under 18 must have it signed by a parent in advance. Those who are 18 or older can sign their own.
Pricing Pricing varies, based on the type of participation and by location. Generally, you can attend an event for as little as $15 or as much as $45. Each event will have its pricing information detailed on the website or Facebook event page.
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CHAPTER TWO THE CORE RULES
Site and Safety Rules
Live Action Roleplaying is exciting, but it is a contact sport. You wander the woods, have daring escapes, close calls, delve into ruins, and battle against your foes with padded swords. You must keep real life safety firmly in mind at all times. It is a game, and the most important thing is keeping everyone safe. Common sense must be used at all times no matter how much fun you are having. Don’t hesitate to stop the game, or take other steps, to protect yourself and others from injury.
Safety Calls Caution: When you see a safety problem, call “Caution!” This is used for things such as someone about to back over a rock, into a tree, or get stepped on. The Caution creates a sort of mini-“Hold” during which you should be ignored by others, as should the person at risk. Hold: In the case of MAJOR safety problems, injuries, lost glasses during combat, and the like, call "Hold!" ALL action stops within line of sight, and should start again only when the problem is resolved and "Play-On" has been called. Do not call "Hold!" for in-game reasons, but do not hesitate to call one when you think it might be needed. Clarify: When you did not hear or do not understand a spell or in-game effect, call “Clarify”. The person should explain what has happened or answer your question. Excessive Force: When you are struck for an attack that is uncomfortable or hurts, call “Excessive Force”. The attack does not count. See Combat Force for further clarification. Break: This is a reminder to cease attacking a target after three attacks. If you hear this, take a few steps back, or pause in your attacks. It is not an effect, and cannot be resisted.
The Rules of Reality
The Mystwood rule of reality is quite simple: The game is “real”. What this means is that you can never “say” you are doing something. Nor should you ask other players out of game questions, generally. Questions like “Do I recognize you?” “What do I see?” “What happens if I do X?” are irrelevant. There are a few cases where you will need another player to clarify a situation, but they should be rare, and done as discreetly as possible.
Disinvitation Mystwood is run by the Staff solely for their enjoyment and that of the players and cast. Everyone who attends an event does so by the invitation of the Staff. The invitation is an open one- anyone is welcome! However, if you are not fun to play with- because you are abusive, cheat, are discourteous, etc.- you may be issued a “Disinvitation”. You must leave the game as soon as possible, often permanently, and will not receive any sort of refund. This may sometimes (but not always) be preceded by a warning. Mystwood is about fun, and we are not interested in wasting time with people who cause problems.
Physical Contact No physical contact is allowed without the other player’s permission. No direct physical contact is allowed in combat AT ALL, and if you are within arm’s length during combat YOU ARE TOO CLOSE.
Light No lights with directed beams may be used. You can modify flashlights and lanterns so that they aren’t “aimed” by adding a diffuser or film. Glow sticks are also safe and useful.
Running at Night The single greatest safety risk you face in live roleplaying is NOT combat. It is running at night over rough terrain, risking falling and bashing your brains out on a rock. Always use extreme caution when running. Avoid pursuing other players at night. 9
Carrying other People Unless you have an in-game power (“Animate”) that allows you to roleplay moving people, you may not move them. If someone is down in a position where they are likely to be stepped on, you may say “Caution” for them to move quickly out of the way.
Blocking Doors Blocking or holding a door with your body or furniture is not allowed. Do not try to force doors open.
Drugs, Alcohol, Real Weapons
These are NEVER allowed. You will subject to Disinvitation if you are found with these. This includes coming to an event “under the influence”. You may bring a pocketknife or similar tool to use outside of the game for cooking or utility purposes.
Fire No unattended flames are allowed at any time. Fire rules may even be stricter, depending on the situation and current fire hazard in the woods. No combat may occur within 10 feet of an open flame. Please do not yell “Fire!” unless there is really an out-of-game emergency.
No Unsafe Stunts or Climbing Please do not climb trees or buildings, or jump out of windows. You may be able to pull off such stunts safely, but others less capable might imitate you.
Tobacco
Smoking, e-cigarettes, and other tobacco products are to be used only in designated areas.
Stay in Control Blatantly losing control of your actions or emotions leads to dangerous situations and out-of-game offensiveness. If you feel like this is happening, just step back from the situation for a moment to settle down and rememberMystwood is just a game. You may certainly roleplay that you have lost control, but even in that situation, you must always keep safety first, and stay within the boundaries of good taste. Whenever extreme emotions become involved, you should be a bit theatrical, and try to avoid creating a tense situation between players. The same applies to “Berserk” fighting. When your character is enraged, leap forward, give a great shout, and then FIGHT NORMALLY.
Roleplay! To reiterate, Mystwood is about roleplaying. You are an actor, and your audience is the other people playing the game, be they players or Staff. It’s simple. Stick to the character you're playing. Do not say or do things that are out of game. Do not confuse player knowledge with character knowledge. Maintain character at all times. Everyone will enjoy the game much more if you are striving to do your best. You should always portray the character you are playing to the best of your ability, trying to react and think as they might. You must roleplay the pain of injury in combat. You should try to maintain a style of speech consistent with a person from the past, avoiding modern anachronisms and obscenities. When dead or critically injured, you should obey the rules, falling and lying still until everyone leaves, if at all possible. All public areas of the game are “roleplaying zones”. It is REQUIRED that you stay in character at all times in these places. Not everyone likes to, or is able to, roleplay every minute of a game, but no one likes to roleplay while someone else is blatantly out of character. Being out of character while others are roleplaying is rude, and will NOT be tolerated. Failure to roleplay will first be met with swift, sudden, in-game retribution- criminal charges, accusations of heresy, etc. Continued rules breaking regarding roleplay will result in Disinvitation. There are few exceptions. If you are on a path or other secluded area alone with only other people who choose to be out of game, you may fall out of character, but only until someone who IS in game enters. Finally, at night after a Staff member calls “All Clear”, then you may fall out of game. Please be aware that some players will choose to continue roleplaying after All Clear, and keep their interests in mind when you do fall out of character. 10
The Core Effects Calling Effects Effects can be delivered in a variety of ways, but they must always be called BEFORE the weapon or packet strikes the target. You cannot swing a weapon, striking another player, and THEN call “Lethal”, for example. Called effects do only their stated effect, and do no other damage. In most situations, being hit with a sword (or any padded weapon) does 1 point of Damage, but if someone calls “Maim” before they hit you, you DO NOT take damage- you only suffer the “Maim” effect.
Duration of Effects Unless specifically noted, all effects last either 5 minutes, or until you receive the appropriate “Purge”.
Counts A few effects and skills refer to a count. You may silently, somewhat slowly, count to the number noted. This count should be roughly the number of seconds which have passed. This may be for an effect duration, or may determine how long you must wait before performing a certain action. It’s generally not a big deal if you are a few seconds off on your counts, and it is usually recommended to overestimate slightly. Depending on the effect, you may choose to count silently, or you may roleplay (for example, prayer in the case of the Smite Karma power, a pep talk or bandaging in the case of Healing Hand.)
DEFENSIVE EFFECTS Defensive effects are called when you are struck by a spell or attack, to let your foe know it didn’t work, because you had some sort of defense against it. Bladeturn ___: This effect can be called in response to uncalled damage or other effects delivered by weapon. The attacker suffers the designated effect. For example, if a Mirror Beast was struck with a sword, it might call “Bladeturn 1 Damage”. An effect which is delivered with “Bladeturn” may not itself have “Bladeturn” or “Reflect” used against it., Lesser Effect: The target takes a lesser effect than what was called, but did not wholly resist the effect. This effect is most commonly encountered against "Lethal", "Maim", and "Death" against certain powerful enemies, where the enemy instead suffers some amount of damage, but there are other possibilities. For example, an “Enslave” against a character with a powerful mind might let them call "Lesser Effect" and only suffer "Charm" or "Subdue”. The initial caller will not know what has occurred, except through observation. No Effect: The particular attack or spell did nothing, and it never will. Once someone has called “No Effect” to an effect, you may not continue using it against them. This is so that the person can accurately keep track of what is happening to them, without being confused by extraneous calls.
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Not Taken: The effect was not taken, either because it did not hit or was not delivered properly. You may roleplay this instead of calling “Not Taken”. For example: “Hah! Your blow was mighty- too bad it missed! Parry: Any effect delivered "by Weapon" is negated, as though it had missed entirely, though it was in fact blocked with extreme skill. Reflect: The effect bounces back, and affects the person who called it, precisely as if they used it on themselves instead of their target. Once an effect has had “Reflect” used against it, it may not be again redirected. Resist: The attack or effect does not work on you, as if you had moved out of the way and avoided it, or the particular attack or spell was ineffective. It implies that it was an effort to ward off, and another effect might later succeed. Stonefast: As long as you don’t move your feet, you may call “Resist” to normal, uncalled weapon attacks. All “called” effects work normally on you. Threshold: The creature has unusually powerful defenses. See Threshold, page 29.
MEDICAL EFFECTS Animate: The target of this effect may move at a shambling walk within arm’s reach of the caller, under the caller’s control. Any damage sustained ends the effect. The target character must be suffering from the Paralyze effect, or be in the Unconscious, Unstable or Dead state, in order to be moved. Diagnose: When whispered to a fallen, nonresponsive character, that character must answer the state they are in- Dead, Unconscious, or Unstable. The character must answer truthfully. Heal: You are restored to full Hit Points (Life Points plus Armor Points); and any limb suffering from “Maim” is restored. This will not work on a Dead character. Heal <#>: Heal followed by a number (e.g. Heal 2) restores only that many Hit Points. It does not purge “Maim”. Life: Will only affect someone who is in the Dead state. It will restore the character to life, with full Hit Points.
OFFENSIVE EFFECTS Bind: Your arms are bound to your sides, and you must drop your weapons. Blight: While under this effect, any "Heal" or "Heal #" effect used on you is reduced to "Heal 1". Call "Lesser Effect". # Crushing: Indicates extra-powerful damage that will still do half-damage (round down) even if blocked with a shield or weapon. Thus a strike that causes “4 Crushing” will do 4 points of damage if it strikes your body, or 2 points of damage if it strikes your shield or weapon. This effect may not be used to damage an opponent by merely tapping their weapon. # Damage: You take the indicated damage, unless you somehow block the effect. Death: Causes you to enter the Dead state. Only the “Life” effect will return you to living. Disarm: Your weapon or hand-held item falls from your hand. You must drop it and do a silent 3 count after it hits the ground before you may pick it up. Doom: You will fall into the Dead state after a 60 count. If you receive a “Purge” for the effect or trait of the attack (for example a “Purge Poison”) within this count, you will suffer no ill effects. You must roleplay the effect of the Doom during the minute, but can still fight and use skills normally.
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Harm: You suffer damage sufficient to reduce you to half your maximum Hit Points, rounded down. If already at or below this threshold, you are damaged to 1 Hit Point. For example, an armored knight with 7 Hit Points is struck by Harm, which reduces them to 3 Hit Points (7/2 = 3.5, rounded down). A second strike of Harm would reduce them to 1 Hit Point. Knockout: You become Unconscious, but do not lose any Hit Points. Lethal: In order to be effective, a “Lethal” attack must strike the torso. Lethal causes you to drop to 0 Hit Points and become Unstable. Maim: You lose the use of the target arm or leg. Maim has no effect if the torso is struck. With one Maimed leg, assume you can drag it around behind you slowly. With two Maims total to either, you will have to prop yourself up, sit down, or go down on one knee. In any case, you can’t move. Maim is PERMANENT until cured by a “Heal” or “Purge Maim” effect. Paralyze: You cannot move any part of your body or speak, but you are fully aware of what is going on around you. Root: Both your feet are stuck to the ground, and cannot move or be moved until the effect ends. Shatter: The target item is damaged. A Shatter will damage that item, so that it loses any special properties it has. Remove and discard any and all tags into the appropriate receptacle. If the prop without tags is still good for something (for example, a sword), you may still use it! If someone swings a weapon at you and calls “Shatter, ” it damages whatever weapon is hit. In the Mystwood world, shattered weapons can still be used by anyone with the right skills, but shattered shields are useless until you can roleplay repair, and must be dropped. Trip: You must fall to one knee. If physically unable to fall to one knee, you may instead roleplay confusion and imbalance for a 5 count, during which you may only poorly defend yourself.
PSYCHOLOGICAL EFFECTS Charm: You become favorably inclined toward the person who called the effect. You will not attack the caller unless attacked first by them, and will go along with any reasonable suggestion he or she makes. You are NOT a mindless slave, and will not give away (important) possessions, attack friends, betray a trust, etc. The effect is broken if/when the caller or caller’s allies do something unfriendly toward you. Compel you to
: You are compelled to follow the instruction to the best of your ability. The instruction must be a short, uncomplicated action. If there is no duration given as part of the instruction, the compulsion ends after you have followed the instruction. Enslave: You are a mindless automaton. You are bound to serve the caller without question. You will even slay your friends, or yourself, if so ordered. Frenzy: You are overcome with rage and attack the nearest person in your field of view (i.e. in front of you), even if it is an ally, until rendered unable to do so, or until the effect ends. If you hear “Frenzy at me” you will only attack the person who called it. Similarly, if you are told to “Frenzy at Tobald” you will only attack Tobald. Torment: You must scream loudly once, and briefly roleplay mental anguish and horror. No physical damage is associated with this effect.
OTHER EFFECTS Afflict with : You receive the indicated affliction. This has no immediate effect. At your earliest convenience, you must travel to the location of your chapter’s Book of Woe. This book contains listings of possible afflictions you may encounter, with descriptions of the effects of each and the required Cures. Read the description of your Affliction. If it is a progressive Affliction, there may be postings for “Day 1” or “Hour 2”, etc., in which case you should only read the appropriate time frame. Afflictions can potentially vary from Chapter to Chapter, so make sure to look in the rules for the Chapter you were afflicted in.
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Bestow : You receive the indicated enhancement. If no number is given, you may use it once. For example: “Bestow Resist Fire” or “Bestow two Lethals”. You may have multiple enhancements bestowed on you, however, you may not have multiples of the same benefit (i.e. "Bestow Resist Fire") bestowed on you at a time. Bestows do not stack. If someone uses “Bestow 1 Hit Point” on you, and someone else uses “Bestow 2 Hit Points” on you, you only get 2 extra Hit Points, not 3. If someone uses “Bestow Resist Will” on you, and someone else uses “Bestow two Resist Wills” on you, you only get two, not three. Bestow lasts for 6 hours. If not used during the time, the benefits are lost. Bestowed Hit Points or Mana increase your total for the entire six hours. For example, if you had 2 Hit Points and received 2 more, you would have 4 for all purposes, and a Heal effect would bring you back to 4 Hit Points, not 2. Curse you to : You will suffer from the specific curse indefinitely. For example: “I Curse you to howl like a wolf”, or “I Curse you to take double damage from Fire”. Curses are permanent until you receive a “Purge Curse”. Detect : If you have the trait or possess the item being detected, you must indicate this to the caller. A simple wave or statement of “Here” is sufficient. For example, if something calls “Detect Living”, you would say “Here” if your character is alive. Detect Health: When targeted by “Detect Health” you must state how many Hit Points you currently have, from your maximum. For example, if you are wearing armor and have 7 maximum Hit Points, and are down to 3, you would state “3 of 7”. Detect Health works on only one person at a time. Some mighty, or simply strange, creatures may be difficult to size up, and may call “No Effect”. Disengage: You must fall back from the person calling Disengage until a distance of about 10’ separates you. If you can’t get that far back for whatever reason, you should back off as far as you safely can. The spirit of this effect is that the person calling it drives their enemies back to get some breathing room, to make a hole in the line, or to escape. Disengage can’t force you into a damaging area. Disengage also doesn’t work through doorways or narrow gaps, so you can’t use it to push defenders out of a fortification, though you could use it once you get inside to make room for others to follow.
Purge : This effect removes ONE effect after a 3 count of roleplaying. A “Purge Poison” would remove any one effect with the “By Poison” trait, while a “Purge Maim” would remove any one “Maim” effect, no matter how it was caused. Note that you do not have any choice about having effects removed- a “Purge Magic” will remove one effect caused “by Magic” on you, including a beneficial, protective, or defensive spell if that was the only “by Magic” effect on you. If there are several effects that a Purge could remove, YOU choose which one is purged. The Purge effect will NOT counter an effect that happens instantly. So if you get hit by a “Death to Living by Magic” effect, you can't use “Purge Magic” on it because it has already happened and is done. You can't Purge “Damage” either- effectively, that is the “Heal” effect. Renew: When you take the Renew effect, you regain all of your “per Renew” abilities, and if you have the Gift of Wisdom your Mana is restored. (For more information look in Miscellaneous Rules, where “Renew” is explained in greater detail.) Repel: You must stay at least 10 feet away from the caller. This effect cannot be used to “drive back” targets; if the caller advances upon the target, the target may hold ground. Search: If you are Unconscious or otherwise helpless, you must remove your in-game possessions from your pockets, pouches, etc. This should take at least a 30 count. “Resist” can’t be applied to this effect, though it might be ignored with the appropriate items. If you have nothing to find, you may quietly call “Nothing”, or you may spend your 30 count roleplaying searching through pouches and pockets you know to be empty. Silence: You are unable to speak, make any vocal noise, cast spells, or summon elemental bolts. You may still call out other game effects, if appropriate. Subdue: Prevents you from doing ANYTHING for a (silent) 10 count. While subdued you can (perhaps) stand, or reel backwards, and can defend yourself (weakly!) with your weapons, but that’s all. It is important to give your foe an advantage by roleplaying the effect on your fighting skills. Slow: You become unable to run, and can only walk SLOWLY, though you can fight normally.
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TRAITS Many effects have Traits, which tell you WHAT caused the effect, or HOW it was caused. They are called as “Effect by Trait”. For example: “Root by Magic”, “Slay Living by Poison”, or “Disengage by Will”. Traits do not change the effect in any way, but may determine if you able to resist the effect in some way. For example if your character is immune to poison, you would call “No Effect” to “Paralyze by Poison”, but not to “Paralyze by Magic”.
DELIVERY TRAITS By Gesture: Effects called “by Gesture” only require that the person point at you to call the effect. If you are fortunate enough to have a “by Gesture” effect, be aware that it will not work on enemies who can’t see you- in other words, you must have their attention. The best way to get it is to use their game name (you may not use real life names). By Name: Effects called “By Name” are similar to “By Gesture”, but require that the person say (and know) your name to call the effect. If they say the wrong name, you may call “No Effect.” By Packet: Effect by bean bag packets generally represent magical assaults that envelope your whole person. They affect you even if they strike a weapon or shield. You never need to say “by Packet” Some spells and effects allow a character to throw multiple packets at a time- if more than one hits, you do not take the effect multiple times. Spell packets are sometimes called “Dysha”, an in-game name for magical energy. By my Voice, ___: Effects called “By my Voice” affect everyone who hears them, or should have. The fact that you were not paying attention doesn’t mean you weren’t affected, if everyone around you was. You cannot “stop up your ears” or “talk really loud” to avoid this kind of effect. If someone seems to have missed a “By my Voice” effect, you should quietly “Clarify” the effect to them. By Weapon: Effects “by Weapon” represent a physical attack-a dart, a sword, a knife, a fist, etc. They must strike you in order to take effect, and they CAN be blocked by weapons or shields. If you swing a weapon and call an effect, it is assumed to be “By Weapon”- you do not have to say it every time. If someone throws a packet and calls an effect “By Weapon”, you CAN block it with a shield. Magestrike: Effects that are “Magestrike” are delivered by a melee or thrown weapon, but count as though a packet had struck you in the location hit. They WILL go through your armor, weapon or shield. To Room: A packet effect delivered “to Room” has special rules. These packets typically represent fire bombs, foul odors, or the like. These attacks fill and permeate small, enclosed spaces, but dissipate quickly in the open air. Consider the interior of any building in the village to be “inside”, as well as any module area which is implied to be a cave, building, or other walled enclosure. Consider “outside” to be anywhere else- the forest, the common areas of the village, etc. A “to Room” packet thrown “Outside” must hit a single target, who takes the effect with no other consequences. If the packet misses, nothing happens. Thus the packet is treated as though it were really “by Packet”. A “to Room” packet thrown “Inside”, or from “Outside” to “Inside”, need not strike anyone specifically- all characters in the room suffer the effect, whether someone is hit or the packet hits the floor or wall. Thus the effect is treated like a “By my Voice” effect, but only inside the room. Some beneficial effects are "to Room", such as rituals which heal everyone within the walls. In this case, the caller of the effect should touch the packet to a wall, or drop it to the ground. ___ to Self: The effect only works on the person calling it.
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FLAVOR TRAITS Traits also help you to know how to roleplay an effect. These are referred to as “Flavor Traits”. The following flavor traits are used in Mystwood: Air, Earth, Fire, Magic, Poison, Water, and Will. “By Air” might refer to a gust of wind, or it might be a bolt of lightning. “By Earth” is often actual stone, or might be acid searing the foe. “By Fire” effects are usually flames, but may also be bright flashes of light or internal heat, while “by Water” effects might be crashing waves, healing mist, or chilling ice. For example, consider Paralyze, which states that you cannot move. This effect would be interpreted differently for roleplay purposes depending on the trait that caused it: “Paralyze by Magic” would indicate that you were basically frozen in place as a magical statue. You would hold your exact posture from the moment the effect struck you. “Paralyze by Poison” would be an effect like spider’s venom. You may, for example, curl up into a ball. “Paralyze by Water” could indicate being frozen in a block of Ice. “Paralyze by Will” indicates that your character was frozen in place in panic and horror. You might stand in place quaking or gasping until the effect wears off. Effects delivered without a trait are rarer, and generally more difficult to deal with. Occasionally, you may hear something called with a trait that is not on this list. Use your best judgment to apply the correct trait to the effect, defaulting to “Magic” if nothing else makes sense. For example, a creature might appear to be throwing gobbets of spit from their mouth and calling “3 Damage by Disease”. It would make sense for this to be “by Poison”, so you treat it as such. The most common accidental call is probably “by Chaos”, which is always treated as “by Magic”. These incorrect calls should be rare. Flavor Traits also tell you if you are affected by something. If an effect is called “To” a certain trait, you take the effect only if you have that trait. For example “Heal to Duergar” would work only if you were, in fact, a Duergar. All players have the “Town Dweller” trait, “Human”, and their professed gender. You have the “Lies” trait immediately after telling a falsehood, until you say something that is true. You have the “Oathbreaker” trait if you have ever broken an oath. You have the “Enemy” trait if you consider yourself an enemy of the person calling the effect. You have the “Ally” trait if you consider yourself a friend, (or at least fighting on the same side) as the person calling the effect. If you worship one of the three gods, you also have the “Follower of Justice”, “Follower of Mercy”, or “Follower of Wild” Trait. If you have the “Eternal Foe” Disadvantage, you will have either the “Chaos Foe” or “Undead Foe” trait. 16
COMBAT Combat is conducted using SAFE padded weapons. You are allowed to attack a foe three times in quick succession before you must “break” and fall back. If you cannot fall back for some reason, you may pause for a 2 count, or attack another foe. This means that no single foe can ever do more than 3 points of damage to you in a single uncalled “flurry”, and usually less. If anyone presses on after three swings in the heat of combat, you should say “Break” to remind them, and not count any damage they cause after the third swing. Assume that since they were swinging so quickly, the attacks did not have much force behind them. Further, each attack should target a different area of the body. Multiple strikes to the same area in rapid succession is sometimes called “machine-gunning” or “drumrolling”, and is frowned upon. Before legally scoring another attack on the same part of the body; a foe must strike at another body part, or parry an attack.
Judging Hits Judging when you have been hit by a foe is solely your responsibility, but you MUST at all times do so in as fair and scrupulous a manner as possible. You are hit by any attack that, had it been struck full force with a razor sharp weapon, would have drawn blood. Thus, most contacts are hits. Attacks that strike a dangling cloak, backpack, or other piece of costuming may be ignored, IF they would not have hit you had the costuming item not been there. On the other hand, if you have a piece of costuming item that DOES stop an attack, you must take the damage if it would have struck you had the costuming item not been there.
Combat Force When fighting with padded weapons, you must always pull your attacks so as not to strike too hard. No attack should cause real pain. If you are struck by an attack that you think is too forceful, or if the attack is so forceful that it hits you even after you have blocked, say “Excessive Force”. The hit DOES NOT COUNT! Everyone is different, so you will have to adjust to your opponent’s level of comfort. Attacks that some players would hardly notice are quite unpleasant for others. No one should feel uncomfortable about calling “Excessive Force”. It doesn’t mean you are weak. You are actually helping the game by keeping things under control.
Combat Targets Do not strike the head or groin. Accidental hits to the hands do not count, though if you purposely block an attack with your hand, you will take the hit.
Multi-level Fighting No fighting from one level to another is allowed. Although you may realistically be able to hit someone in a tower or up stairs with your weapon, this lends itself to safety hazards. If you are on a different level than your opponent, only ranged attacks may be used.
Damage and Hit Points Every player has a number of Hit Points, depending on the character they are playing at the time. These are reduced when you take damage from magic or combat. All hits with a melee weapon do 1 point of Damage, UNLESS the foe calls something else when striking you, in which case you take the effect they call. Thrown weapons and hand crossbow bolts deal 1 point of Damage. Arrows deal 2 points of Damage, while normal crossbow bolts do 3 points of Damage.
Non-Combatants Not everyone chooses to fight with padded weapons at Mystwood. By choice, or for medical reasons, one can be a “Non-Combatant”. Non-combatants must wear a yellow armband, or yellow Glow Stick at night, to denote their status. Never strike a non-combatant under any circumstance, and always be aware of who the non-combatants in the game are. An enemy may merely place their weapon near to a non-combatant’s chest and state “I strike you down”. This causes the non-combatant to drop to 0 Hit Points and enter the Unstable state. The assailant must be able to finish this for it to work. 17
Death and Dying in Mystwood Death is a frequent hazard for Characters. Fortunately, your character is an individual with a somewhat heroic destiny, and thus not (very) likely to die PERMANENTLY in any given combat. As long as magical healing is available, your character can be restored from all but the most horrible wounds. Once magical healing is used up, however, you will have to rely on surgery, and that carries with it a significant risk of death. Thus, a wise player will carefully consider when to keep fighting and when to run away.
Wounded If you have less current Hit Points than your maximum Hit Points, you are considered to be “Wounded”. Battle Surgery or other healing can help you return to full Hit Points. You will also return to full Hit Points after roughly 15 minutes of resting in the town. While wounded, you may fight and act as normal.
Unconscious If you are subject to the “Knockout” effect, or are in the Unstable or Dead states (see below), you are considered to be Unconscious. You are unable to move, except to shuffle to safety. Please stumble off to the side of battle so that you do not get stepped on. If you are likely to be a tripping or movement hazard, do not just fall down. You will not remember anything you see or hear while Unconscious, cannot speak beyond a few pained words and cannot respond to questions.
Unstable If you have 0 Hit Points, you must fall down, preferably far off to the side so that you do not get stepped on. You are only semi-conscious, enough so to sputter a few last words, moan feverishly, and stumble out of the way of combat. After five minutes of being Unstable without receiving healing, you reach the Dead state. Battle Surgery and the “Heal” effect still work while you are in the Unstable state. A character performing any kind of Healing which requires time to work stops your count while they are performing the healing.
Armor
It is possible to wear armor for increased protection. Only armor that looks realistic and period appropriate may be used- sports equipment and plastic Halloween armor are not allowed unless heavily modified. Armor adds to your Hit Point total. For simplicity’s sake, it doesn’t matter if your foe strikes you in an armored area or not, you still have the extra Hit Points. The amount of Hit Points you gain from your armor is rated according to the type of armor and what pieces of armor you are wearing. All of the following pieces of armor will stack with one another, however the maximum armor you are allowed to wear will be determined by your occupation. Other benefits may be gained by wearing armor enhanced by a character with Metalworking. Armor Back Plate Breastplate Brigandine Chainmail Coif Chainmail Hauberk Chainmail Shirt Chainmail Vest Cuisses or Tassets Full Arm Armor
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Benefit +2 Hit Points +2 Hit Points +2 Hit Points +1 Hit Points +4 Hit Points +2 Hit Points +1 Hit Points +1 Hit Points +1 Hit Points
Armor Gambeson Great Helm Greaves Helmet Leather/Hide Clothing Metal Bracers/Gauntlets (pair) Pauldrons and Gorget Soft Leather Arms AND Legs
Benefit +1 Hit Points +2 Hit Points +1 Hit Points +1 Hit Points +1 Hit Points +1 Hit Points +2 Hit Points +1 Hit Points
Dead Most of the time, in most of the world, those who reach the Dead state simply pass on in the ordinary way. However, when someone reaches the Dead State, they may wait, generally for 10 minutes or so (but longer, up to an hour or so, if they desire), in order to receive Heroic Surgery. If Heroic Surgery fails, or you choose not to wait any longer, you are Dead. In most places, this means no return, however, in certain lands there are occasional Miracles of Resurrection of various sorts that may allow you to return to life. The specific rules for these Miracles vary by chapter and by Miracle, and must be found and figured out in game. Here are a few examples of such Miracles. The Library of Mystwood, located at the Keep, is a wonder. It rivals that of any lord’s in size, with many ancient texts, some said to have come from the library of Alexapolis before it was destroyed. Yet the most treasured tome within is the Book of Life, said to be a blessed gift from the gods themselves. Many come and attempt to write their names upon one of the book's blank pages, yet few succeed. How the book chooses those who may write in it is unclear, for many a great lord or paladin has been rejected by the tome, while simple peasants may scratch their name in charcoal. In Burgundar, a sapling of the world-tree Yggdrasil and the power of the strange Fae Rusalka returns the dead to life. Upon death, the runes are cast by the shade, resulting in joyous return, a short half-life as a vengeful “draugr”, or a favor owed to the crone of the Rus. In the City of Novogorond in Thule, citizens may place their names on the great Roll of the Defenders. This list of those who man the walls against the Chaos hordes are granted similar benefits. Beyond these, who knows what other secret methods might be available in out of the way corners of the world… When someone who is attuned to a Miracle of Resurrection and is within an hour’s walking distance has reached the Dead state, they transform into a spirit, and as a spirit journey to the resurrection place. During this journey, they may not speak or act. Upon arriving at the location, they must follow the systems in place. During Resurrection, the gift of Mercy is most common or most powerful, followed by Wild, then Justice. The power of the gods through the local miracle is not infallible. It is possible to lose one’s connection to such a Miracle, whether by acquiring seven Marks of Chaos, or committing a heinous act of true evil.
Return to Battle Resurrection serves little purpose if you are cut down in a losing battle, are restored, and then rush back to the same battle to be slain again. Therefore, you must wait until the current battle is concluded and all enemies are slain, or have departed if the battle takes place near the resurrection location. You may petition a Grey Wanderer or NPC for an exception to this if the battle is long.
If None Survive... It is possible, usually during a mass assault, for all player characters to be slain. If this happens, you may not be restored to life until the enemy has had a chance to loot the workshops, pillage everything in sight, and carry out any other nefarious designs they may have. During this time, the spirits of the Dead should stay out of the way. On the plus side, the spirits of the Dead are almost always safe from any further harm.
Final Death If you have no other options, you are Dead. You may roleplay your body for a while if you choose, to allow others to mourn you and swear vengeance, or you may travel as a spirit to the NPC building to arrange for a proper funeral.
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Special Rules for Weapons and Armor Weapons There are many types of weapons a warrior can use, each with strengths and weaknesses. On the charts below, please note the weapon lengths and the Special Attacks. Many characters are capable of making use of Special Attacks, whether from Gifts, skills, items, or other sources. Each weapon type has specific Special Attacks they are capable of, as shown on the following chart. Special Attacks are particularly powerful attacks a skilled warrior can make a limited number of times based on their Gifts, Advantages, and Skills. Any character may use any single, one handed melee weapon of up to 42” in length, and normal crossbows. Depending on your Gifts (and possibly Ordinary Skills), you may be able to use more advanced weapons. Any weapon over 42” requires special Gifts or Skills to use, and must be used in two hands. Your character is assumed to be armed with weapons suitable to you at the start of game. If you somehow lose your weapons (or armor) it is assumed that you can find more without much difficulty.
Weapon Safety
The Staff may choose to inspect weapons at any time. It is a player’s responsibility to maintain their weapons in safe condition. Using a weapon that has become unsafe (worn out foam, broken off tip, etc.) may be grounds for “Disinvitation”.
Special Attacks Melee Weapon Types
Length
Special Attacks
Notes
Claws Dagger Flail One Handed Axe Two Handed Axe One Handed Blunt Two Handed Blunt One Handed Sword Two Handed Sword Polearm Spear Staff Tool
24-30” 18-24" 32-54" 18-36" 30-60" 18-36” 30-54" 24-42” 36-60” 60-72" 48-72" 48-66" 24-60"
Maim Doom 2 Crushing 4 Damage, Harm, Maim 6 Damage, Harm, Maim 4 Crushing, Subdue 6 Crushing, Subdue Lethal, Maim Lethal, Maim 3 Damage, Maim Lethal Subdue, Trip 2 Damage, Subdue
See Claws.
Ranged Weapon Types
Length
Special Attacks
Notes
Bow * 24-36” Lethal Hand Crossbow* <16" Lethal Normal Crossbow * 20-40” Lethal Thrown Weapon <12” 2 Damage Javelin 24- 36” Lethal * For more information, see the appropriate entry below.
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Requires Weapon Use (Flail) to use.
Club, hammer, or mace. Club, hammer, or mace.
Pick, Shovel, Broom, etc.
Base 2 Damage Base 3 Damage
Bows Bows are generally simulated using padded weapons curved into a bow shape. They can be used to block melee attacks, but not make them. If they are used to block, they are damaged, and may not be used to shoot arrows until the character using them spends a 300 count roleplaying repair, or “Renew”, which automatically repairs the bow. Arrows are represented by bird seed packets, much like spells and other effects. However, no effect is called for an ordinary shot, and all players should know that arrows do 2 points of damage per hit unless something else is called. Unlike crossbow bolts, arrows are consumed when they are fired. They must be made, purchased, or found in game, and come in sets of 5 or 10. Thus the bow is more of a secondary weapon than the crossbow, since arrows are more precious. You must carry them in a quiver of some kind, and must properly roleplay shooting them. You must discard the Arrow tag when you fill your quiver. At Burgundar, you may use real bows with LARP-safe arrows. More information on this can be found on the Burgundar website.
Claws Many enemies, especially non-human enemies, use claws represented (usually) by plain black or red props. These weapons are immune to the Disarm effect. Humans are limited to 30” claws, and must have the Brawler skill, Skin Changer gift, or some other special circumstance to use them. Other creatures may use different sized claws, sometimes even in two hands, to represent enormous bites, snake-like lunges, and the like.
Crossbows Powerful and deadly, the crossbow is a popular weapon among the common folk of Mystwood. Indeed, some Knights have sought to outlaw them, due to their killing power. Any bolt fired from a normal crossbow does 3 points of damage automatically as long as it is at least 8” long. It is not necessary to call this damage. You may only carry 12 crossbow bolts at a time, however, you may retrieve them and use them as often as desired. Any normal crossbow struck by a melee weapon is damaged and useless until the character spends a 300 count roleplaying repair, or “Renew”, which automatically repairs the crossbow. Thus, they are best used from a distance.
Hand Crossbows Small, easily carried, and dangerous when skillfully used, hand crossbows normally fire NERF darts or similar projectiles. These do only 1 point of damage, however there is no limit to how many you can carry, and hand crossbows are not damaged if struck by a melee weapon.
Restricted Weapons
Some weapons are rare, difficult to use, or potentially dangerous to their wielder. These weapons are Restricted. The two most common types of restricted weapon are Flails and Large Shields. Flails are jointed weapons capable of crushing blows and able to wrap around shield and blade alike. Large Shields are any over 36” in a given dimension. Restricted Weapons requires special Weapon Use skills to be used.
Shields Shields are the only "weapons" that are totally useless and must be dropped if they suffer the "Shatter" effect. If this occurs, the character may either roleplay for a 300 count restrapping or replacing the shield in order to use it again, or “Renew”, which will also automatically repair the shield. All shields must have a padded rim and no sharp or otherwise dangerous projections. THERE IS NO SHIELD BASHING ALLOWED.
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Unusual Weapons Unusual weapons are obtainable only with a special prop and an item tag, typically from a Smith. They are modifications of existing weapon types, and as such characters with the appropriate Weapon Specialization may use them to gain additional Special Attacks.
Name
Special Attacks
Description
Court Blade
Disarm*, Lethal
Dirk
Doom, Harm
Two Handed Sword. Lighter than most great swords, basically a two handed rapier. Disarm may be used as a Special Attack only once per Renew. Dagger. This wide-bladed dagger, often made from a broken sword, is capable of deadly thrusts and slashing wounds. Two Handed Sword. Heavy staff, with a sword blade protruding from both sides. It is wielded almost like a staff, but can deal far greater damage. One Handed Sword. A broad bladed sword with most of its weight on the striking end giving it the chopping power of an axe. Polearm. This polearm sports a wicked hook. Two Handed Axe. This axe head brandishes nearly 360 degrees of sharpened steel allowing it to thrust as well as chop. Two Handed Blunt. Atop this great club sits a reinforced spike the length of a hand, allowing it to punch through flesh and armor alike. One Handed Axe and One Handed Blunt. A wood splitting maul adapted for war. Strong and versatile, on and off the battlefield. Spear. Little more than a short sword attached to a spear shaft. It can achieve vicious slashes and deadly thrust. One Handed Sword. This curved sickle looking blade is equally suited to taking legs out from under people as taking them off. One Handed Blunt and Spear. Also known as a scorpion, this weapon gives options to a soldier without adding bulk to his gear. You may use Lethal only with the spear end, and “3 Crushing” with the mace end of the weapon. Javelin- Favored by professional armies, the long slender head can penetrate a shield as easily as a man in skilled hands, rendering either useless in a battle. Thrown Weapon. A heavy, barbed dart weighted with lead, plumbata are often used by warriors hunting great beasts, such as wild boar or chaos beastmen. One Handed Sword. A rapier’s blade may be 3”longer than normal. Lighter and longer than most swords, these are excellent in duels where extra reach can mean the difference between winning and losing. Two handed Axe or Blunt- Favored by beast hunters. This fierce looking weapon has many forms, but always consists of a large hammer with an axe blade mounted below it. Thrown Weapon. Shotputs always do “2 Crushing” when thrown with proper form. This solid iron ball is over 4” in diameter and can deal devastating damage.
Double Sword Lethal, Maim Falchion
4 Damage, Maim
Frankard Gouge
3 Damage, Trip Lethal, Harm, Maim
Guttentag
6 Crushing, Harm
Hamaxe
4 Crushing, Maim
Hewing Spear 3 Damage, Lethal Khopesh
Maim, Trip
Mace-spear
4 Crushing, Lethal
Pilum
Lethal, Shatter Shield
Plumbatum
Harm
Rapier
Lethal, Special*
Reaper Maul
6 Crushing, Maim
Shotput
4 Crushing, Subdue
Weapon Construction Guidelines Many players will want to make their own weapons. Mystwood will provide weapons to players for their first event, free of charge, but what you get is luck of the draw from the NPC weapon stockpile. If at all possible, it is better to make or buy your own. For those with the cash, excellent weapons can be purchased on the Internet.
Latex Weapons
Many players will purchase and possess weapons made of latex, polyurethane, or plastidipped foam. These weapons are generally NOT suitable for thrusting attacks, as their construction does not take this into account. To that end, no commercially constructed weapon may be used for thrusting attacks without being singularly confirmed and approved.
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Miscellaneous Rules Per Renew Powers
Many abilities are “per Renew”. Once you exhaust a per Renew power. You must do something to gain the “Renew” effect if you want to use it again. While you are out on adventures, you must conserve your per Renew powers, as you will generally not be able to regain them until you get back to town. The “Renew” effect typically comes from roleplay. Keep in mind that the effect will always be stated or written- never assume that you have been renewed.
Per Day Powers Some skills are usable "once (or more) per Day". The Mystwood Game Day starts and ends at 6:00pm. Essentially, each event has two game days, one day prior to 6:00pm Saturday, and one prior to the end of the event on Sunday.
Per Event Powers Some skills are usable "once (or more) per Event". This means that you can use the ability a designated number of times over the course of the event.
Grey Wanderers Hooded and cloaked, often bearing a light or a heavy tome, these strange beings have existed for as long as history has been recorded. They are human, they eat, they wander, they are highly obscure, but they are guided by the gods, and so some call them “Grey Monks”. They give up their names and past when they join their Order, and are sworn to strict nonviolence and neutrality. Their power is undoubted. No one is certain what, if anything, they cannot do. Fortunately, they rarely do anything at all. They serve good and evil with equal impartiality. Grey Wanderers serve as the “referees” of the Mystwood game. They provide divine intervention, oversee battles, serve as guides on some adventures, assist “the Gifted”, and generally keep the game on track. Minor infractions of rules or roleplaying may be punished by death or cursing by Grey Wanderer. Nothing personal- everyone messes up sometimes. Anything a Grey Wanderer tells you is true. They can use "Forsooth" to make clear when they are serving as referees, rather than just roleplaying. Grey Wanderers are fully in game. You can see them and talk to them, though treating them with disrespect is never wise. If an action requires a Grey Wanderer and one is not present, you cannot perform the action. Any player can summon a Grey Wanderer by going to the NPC building, and leaving a note as to the place and time the Wanderer is needed. It is best to summon an hour in advance, there is no guarantee of a spirit appearing, and it is unwise to summon without great need. Grey Wanderers are not on your side. They will aid only if required to do so by their own strange code. Do not expect them to aid or help you without reason.
Unlisted and Unwritten Powers and Abilities Sometimes, you will obtain a skill, power, or item from an NPC, item, or other source, and this ability will not be listed in the rulebook, tagged, or exist in written form. Unless clarified in writing by the Staff of the Chapter you obtained the skill from, this ability will expire one year from the date you acquire it.
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Accolades Accolades are Mystwood's way of rewarding exceptional roleplaying, commitment to the game, and roleplay of your character. An Accolade is a title earned through reputation, such as “Tibolt the Brave”, “Pennysworth the Frugal”, “Aaron the Merciful”, or “Athea the Just”. Accolades are similar to magic items- they offer the character a special ability. For instance, “Bartolo the Wall” might gain one use of "Stubborn Courage" per Event. Like most magic items, accolades last only a year- reputation has a way of fading away if the great deeds are not performed often. Each year, up to four characters per chapter may receive Accolades. Each Triad chooses one, and the Game Master chooses the fourth. Decisions will be based on player feedback in PELs (Post Event Letters) as well as NPC interactions. It is possible for the same character to be chosen year after year if they are deserving, but it is not possible for a character to have more than one Accolade. Unlike a Magic Item, an Accolade can never be stolen or purchased, only earned.
The Town Gates
The Mystwood Keep is very well protected from the outside world. There are three main gates, each of which, when closed, is considered locked from the inside. To enter them from the outside, you must be allowed in, or have a key. Only specific individuals carry a key to the Keep, as it would be very dangerous if a key fell into the wrong hands. More information on the locks and the gates can be found in the form of a tag on the gates themselves.
Waystones In Mystwood, it is common to find strange structures. Most appear as some sort of large boulder, although sometimes they are gates, doors, rings or other shapes. These structures are doorways to other places, the lands of the Fae, other times, or stranger places still. There is, however, always a price for passing through. A portion of those passing through will be possessed and forced to play the roles of the entities beyond the gate, basically becoming NPC's for a few minutes. Essentially, a waystone is an adventure with no NPCs. Follow the rules stated on the plaque. The chosen ones then pass through, and locate the tote of props and items needed for the adventure. They read the instructions, don the masks provided, and act as NPCs for the duration of the adventure. The parts they are called upon to play are quite simple, usually basic combat parts. Sometimes, a waystone has nothing but combat and danger behind it, but often there are useful items or components, or information to be gained. In game terms, those who become spirits are able to watch the entire adventure, and thus know what happened on it, but are trapped in the spirit world and cannot leave it until the other party leaves the gate or all are fallen. Some waystones can be entered as often as desired, some only once per Day or per Event. This will be specified on the plaque. If you become Unconscious beyond a waystone, your body will materialize outside the gate after the gate is closed, or after 5 minutes, whichever comes first. You may not enter a waystone that is "in use", the only way in is to be part of the original party and take your chances with being possessed. Sometimes waystone locations will be used by NPCs, if this is the case the location ceases to be a waystone, and you may enter it without following the instructions on the plaque.
Poisons Ingested Poison, poisoning someone's food, is represented by a yellow card. If you find a yellow card very close to your food that says “Poison”, discard the tag and take the “Doom by Poison” effect. Appropriate dramatic roleplaying is required. Contact Poison is represented by petroleum jelly smeared on something. Touching it produces the “Doom by Poison” effect. This can ONLY be used as a passive defense- you cannot attack someone offensively using contact poison. They must touch it of their own volition. There are a wide variety of other, special poisons in the Mystwood Forest, with a variety of effects and a variety of means of administration. These will either be represented by a yellow card or an NPC using the “Forsooth” call to inform you of what has happened. 24
Traps The most common form of trap used in Mystwood is the trusty dart trap, represented by a mousetrap. It affects whoever sets it off. Other forms of traps are possible- falling rocks, swinging beams, scything blades, “poppers” that you step on and cause to explode, etc. Traps are deadly. If hit by one, you take the “Death” Effect, and become Dead. Traps cannot be set, reset, constructed, or disarmed without special skills. Only a character with Disarm Traps can actually attempt to “make safe” a trap to prevent it from going off- by cutting trip wires and the like. Traps may NEVER be used offensively. They cannot be carried around and used on enemies. They must wait, passively, until someone sets them off. If you set off a special trap (such as a deadfall) to strike another, it doesn’t count as a trap. It may still do damage, if the yellow card attached to it says it does. This is to keep players (or NPCs) from rigging up a falling rock they drop on everyone who comes through their door. Unusual traps may have other effects than killing. If so, this will be made clear, either by an NPC using the “Forsooth” call, or by a yellow card. Not all traps are fully represented- for example, a pressure plate could be placed on the floor, represented by a square of plywood, and the effect of stepping on it called by an NPC.
Searching another Person You will likely encounter situations where someone has something you want. In this case, you may (once they are dead or helpless), call “Search”. The person must then remove their in-game possessions in a leisurely fashion (often while doing their best to act like a dead body). This should be handled as discreetly as possible.
Thief’s Clips Some characters, primarily those with the Gift of Dexterity, are able to steal from others with supernatural ability. These characters use thief’s clips to do so. Thief’s clips are not an “in-game” item. They cannot be seen or handled, unless you have the Gift of Dexterity (and then you may only use yours), but their effects are obvious. If a Thief’s clip is successfully attached to a bag, pouch, or pocket without the owner noticing, all of the items are magically transported from it to a hidden cache where the successful thief may then go to collect their “earnings”. Every character who wishes to use a thief’s clip must assemble an alligator clip or clothes pin with a unique symbol attached to it. There will be a central repository, often behind whatever building is functioning as “Tavern”, where players who have been robbed (and their robbers) may go to drop off and collect their items. Each bag to deposit items into must be marked with the appropriate symbol. If you have been robbed, you must leave your items and the Thief’s clip behind in the bag. Characters may make and use multiple Thief’s clips if they wish.
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Item Rules Item Tags Any item with in-game significance or a game mechanic use, such as a crafted item, will have a tag, a small sheet of paper detailing its effects and abilities. Some item tags are permanent, and will last for the life of the game. Other item tags have a single or a few uses, and are then discarded. When you have used up an Item tag,such as by shooting the tenth arrow on an “Arrow” tag, return it to one of the appropriately marked “Used Tags” containers.
Props Props are required for all tags. Unless you are told otherwise, you must turn in any game-owned props you find at the end of an event, and replace them with your own. So, if you found a magic sword, you would transfer the tag to your own sword, and return the original to the NPC building to be used again. Some tags will note that you should keep the prop instead. This often applies to things like jewelry, furs, materials, etc. If you are not sure, please ask Staff. Objects not marked with a tag of some sort are simply set dressing. You may need to use them for something, but they don’t belong to you, and you should not remove them beyond line of sight of the place where you found them. They are not particularly valuable, so your character would not want to take them in any case. Written texts and game money are exceptions to this rule.
Materials Materials are used in Craft Skills, For example, Metal is used for the smithing of weapons and armor improvements, Parchment for special documents, Food for in-game meals, and so on. These objects are represented by at least a tag, and often a prop- an object that looks and weighs about the same as the real thing, and a tag that is attached to it. The basic Materials are Cloth, Food, Metal, Parchment, and Wood. Materials will have more or less a set value and set purposes, so they will not be marked with a sticker. You may keep Material tags. For purposes of simplicity, these are quite general. For example “1 Food” could be virtually anything- a haunch of meat, a bag of potatoes, or even a really strong drink... It’s assumed that your character has stores of items, and can make an exchange so that you have the right ingredients for the job at hand. It’s perfectly fine to use a haunch of meat brought by a hunter to serve cookies... Imagine that you’ll eat or trade for a more appropriate example of the Material later. When you have used up a Material tag, return it to one of the appropriately marked “Used Tags” containers.
Components Components are rare and valuable elemental ingredients. They may look like anything- the claws of magical beasts, rare flowers, the bones of some aspected creature, carved statues, special gemstones, elemental essence, quintessence, bottled emotions, stardust, etc. Components are valuable, and can be used by spell casters, crafters, or others. There are eight types of Components, one for each element: Air, Earth, Fire, Water, Chaos, Death, Life, and Time. Be warned that the use of Chaos and Death Components is illegal! In addition, the Time Component is extraordinarily rare, and must generally be purchased at great price from distant Thule. When you have used up a Component tag, return it to one of the appropriately marked “Used Tags” containers. The tag may also show an expiration date- if the tag has expired, similarly place it in the “Used Tag” container.
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Magic Items It is a common misconception that magic items can be “made”. While simple potions, wands and the like can be made by those with the right knowledge through Hedge Magic and the like, items of power are more often created by being used in great events. Most are relics of some sort. A sword that slays a great daemon will inherit some of its owner’s power and grace when they die, waiting for the hand of another worthy warrior to strike down daemons again. The purse of a great miser may be able to spawn coin, or the fan of a courtier to charm the eye. A great hero or saint always leaves something of themselves behind in their most prized possessions. Magic items of this type almost never do anything for their original owners. Instead, they draw upon their owner's spirit after their death for their powers. Many even include their owner's bones or other relics! Once they have “awakened”, their power lasts for perhaps a season or so. Thus their tags are marked with an “expiration” date, after which the item is of no further use. It is customary at this point to pass it on to a worthy apprentice, hide it away in a cave, or bequeath it to church or monastery. In time, it may awaken again, ready for further adventures. This system allows Mystwood to be quite generous with powerful magic items, knowing that they will not ruin the game. In the event that you encounter a Magic Item tag without an expiration date, please assume that it expires at the end of the current Calendar year, and add this expiration date accordingly. When you have used up a Magic Item tag or it has expired, return it to one of the appropriately marked “Used Tags” containers.
Currency Currency is probably the most sought after form of treasure. In the Mystwood LARP, the crown is used, represented by stamped washers. These represent many coins, gold and silver, from the plain coins of the Old Empire, to newer minted coins of lesser lords, to the coins of distant Cathay. For purposes of simplicity, each is marked with a number, its value in crown.
The Town Economy Everyone will have an Occupation in the town, and thus something to contribute. Some Occupations are paid at check in, other occupations harvest Materials to sell, and still others must rely on the inhabitants of the town to purchase their skills. The economy should sustain itself with limited interaction by the Staff. Accumulation of wealth will be slightly inflated to demonstrate the time in between events.
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Typical Cost of Goods and Services Here is a short list of typical goods and services, to give you an idea of what money is worth. Many things that are fairly cheap today (clothing for example) are more expensive relatively, because they must be handmade. Prices fluctuate considerably, howeve, in today’s terms, think of a crown as about $3.50. Examples A mug of water, watered wine or poor beer Enough porridge and mangelwurzel for a day A live chicken (1-2 units of Food if butchered) A unit of Metal or Wood Curing an Affliction A good, (Hearty) meal A mug of good ale (“Renew” effect) A night at a good inn Sending a Swift Letter Silver and glass jewelry New clothing (most people own only one set) A laborer’s wages for a week A live pig (6-15 units of Food if butchered) Hiring a teacher for a short session Gold jewelry A skilled craftsman's wages for a week A live cow (12-40 units of Food if butchered) A serf’s life savings Lease of one acre of good farming land Gold jewelry with cut gems Training for an extremely difficult skill, or at a University A new suit of plate armor A prosperous farm (quite rare in the Mystwood)
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1 crown 2-4 crown 2-4 crown 3 crown 3+ crown 4 crown 5 crown 5 crown 5+ crown 5-25 crown 10-50 crown 15-20 crown 15-40 crown 20 crown 20+ crown 30-40 crown 30-80 crown 50 crown 100+ crown 100+ crown 300+ crown 800+ crown 1,000+ crown
NPC Conventions Fair Escape At times, players and NPCs will be chasing each other around in the woods. Player characters fleeing from monsters can generally escape by reaching the town, but it's a bit harder for NPCs. NPCs with players in pursuit cannot simply sprint to the NPC building, since it is out of game and that would be unfair. Instead, they must get out of line of sight from players and remain motionless for 3 minutes. If they do that successfully, they are considered to have slipped away into a swamp or the like. The NPC may then become a spirit and return to the NPC building.
Recycling At times, NPCs may "recycle" or "re-spawn" to represent new enemies arriving to join a battle. Generally, they can only do so a limited number of times, how many times being determined by the plot and the person running the module. Area Recycling: When area recycling is used, NPCs must move out of line of sight of the players and wait for a specified amount of time (usually a minute) before returning. Gate Recycling: In this form of recycling, NPCs emerge from some sort of gate or door- be it a Chaos portal or rat hole. They may call a "Disengage" when they emerge. Totem Recycling: In this form, when NPCs die they become spirits and travel to a talisman, banner or the like. Once they tag it, they may then return to the battle. If a PC is within 10 feet of the totem, NPCs may not "tag in" and should stay out of the way.
Regeneration Some creatures can re-grow their lost limbs and restore themselves, even when horribly mauled. Such creatures always regain all their Hit Points if they remain motionless for a 60 count. They are also cured of all hostile effects, such as "Root" or "Maim", when they do this. In most cases, they may even be unconscious while regenerating. Continuing to strike the regenerating creature does not prevent regeneration. The only way to prevent the regeneration is a “Doom” or “Death” effect. Most regenerating creatures also have a weakness, often damage “by Fire”. If they are struck with such an effect while they are unconscious, they will not regenerate.
Threshold Some creatures are so tough that ordinary weapon attacks and attacks doing uncalled damage will not harm them. “Lethal” will not reduce them to zero Hit Points, “Maim” will not cripple their limbs, and “Death” will not kill them. Such creatures take only 1 point of damage from a “Lethal”, “Maim” or a called damaging attack. Thus, a "5 Fire" would do only 1 point. The “Death” effect does “5 Damage”. When attacked the NPC should state "Threshold"however it is not necessary to repeat it every time they are struck. It is poor form to keep hitting a creature you can't hurt, as this just bruises the NPC to no purpose.
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CHAPTER THREE AN INTRODUCTION TO THE WORLD OF MYSTWOOD The History of the Mystwood Most inhabitants of Mystwood know that they dwell in the Duchy of Eastmarch, and that Eastmarch is part of the larger Kingdom of Navarre. But Navarre, like most lands in the Known World, is a weak and fragmented land, and the Duke of Eastmarch is the greatest power most will ever know. It is the local barons and knights, who represent the power of Eastmarch, that matter. Most folk could not tell you the King’s name, or that Navarre has long been at war with Albion, or the reasons for that war. The enemies of Eastmarch are many and better known- the cruel Norse of Skandia, the Chaos Marauders of Teutonia and Thule, the Goblins of the mountains to the south, and above all the Dragon. That the sea lies to the North, settled lands to the south and west, and the unknown forest to the east is the extent of most people’s geography. History, for most, is equally vague. Local legend tells that Mystwood was once the edge of the great Empire now embodied in Byzantium, the City of Wonders. Brave Imperial soldiers drove back the Beastmen and other denizens of the forest and built roads, wall, forts and towns. The greatest of these was the city of Aquila, which long stood as bulwark against monsters and barbarian hordes as the Empire collapsed, besieged from without and gnawed from within by the insidious forces of Chaos. Alas, Aquila fell, so the stories say, when the last Emperor, whom some name Romulous and some call Augustus, fled there with a great horde of treasure. The power of Chaos corrupted him through his greed and fear, and he was transformed into the great Dragon that plagues the land to this day. Brave Aquila and her legion perished in flame, and to this day her ruins, fused to blackened glass, still rise among the trees of Mystwood. After that, the learned know dates and perhaps the names of great Monarchs, but little more. They know that the year is 966 (our real world year, minus 1050) after the Unification of the Church (966 AU), when the three faiths of Justice, Wild, and Mercy were brought together in Byzantium, and the Doctrine of the Saints codified. Living memory extends back only about fifty years. Around 910, hordes of Chaos swept through the League to Eastmarch, pillaging and burning. The baronies that are now Mystwood were all but deserted, and the border barons moved further west, abandoning their holdings and castles to the wood. As uninhabited land, Mystwood fell under the direct control of the Duke of Eastmarch, to do with as he would. The Dukes past and present doubtless wished to profit from their new acquisition, but for many years it remained a lawless wilderness. All that changed with the coming of Saint Siventus, a questing Knight. In 950, visions led him to a hidden chamber within the ruins of Aquila, and there he found a treasure greater than gold- tomes from the Library of Alexapolis, a center of learning in distant Aegyptus founded by Alexa the Great, the most powerful conqueror the world has ever known. Among those Tomes was the Book of Life, a blessed volume that would preserve all those who wrote their name within it from violence and misfortune. Alas, its protection was not sufficient to save Siventus when he took up arms against the Dragon, and the brave knight perished and ascended to sainthood. St. Siventus had wounded the Dragon sorely, however. Though it has not been seen in the sky for years, the folk of Mystwood take no chances, keeping their green roofed homes well hidden beneath the trees.
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With the Dragon absent, folk were drawn to the riches of Mystwood, and they cleared land and built homes. Yet now those homes and fields lie vacant, for in 960 a deadly plague swept through Navarre and into the Mystwood, where it lay low nine out of ten inhabitants. In 961, the Duke began to offer coin to those brave and learned enough to write their names in the Book of Life and resettle the Mystwood, and in 964 he extended this offer to those willing to settle in his newly acquired holding of Burgundar. Astute readers will notice many similarities between Historical Europe and the Known World of Mystwood, but it would be a mistake to assume too much. Mystwood is a place interwoven with Magic and the threat of Chaos, with its own past, religion and culture. Though we have used some of the history of Europe after the fall of the Roman Empire, and elements of its culture (circa 1300) to help build Mystwood and to give players a reference point to help them understand the world they will inhabit, we have not followed it strictly, and while some historical figures, names, and place names are similar or identical, they may be used in wildly different ways. As the wise say, “Expect only what occurs”.
Social Structure In Mystwood, no particular difference is recognized between men and women in law or custom. All occupations are open to either gender, and no preference is given to males in inheritance or marriage. At the top of the social structure in Duchy of Eastmarch in the Kingdom of Navarre (where the Mystwood game is set) are the nobility- the Duke and his extended family, and the barons and their families. Their positions are hereditary and derive, in theory, from ancient claims of descent from legendary kings and queens. In their own minds, their power is near absolute. In practicality, it often extends no further than their reach. Nobility are bound by only one law- that they must keep their oaths. It is common, therefore, for them to be forced through various political maneuverings to swear to uphold certain laws or practice. This effectively grants various rights to the lower ranks of society, but these same rights are subject to change from generation to generation. Each noble holds a castle as their seat of power, and extensive lands, which are often somewhat intermingled with those of other nobles. Nobles theoretically own all land, but parcel most of it out to others in return to for service, much like the feudal system of historical Europe. No player may be a noble in Mystwood- after all, why would a noble dwell in a timber fort in the midst of a monsterinfested forest? Nobles do not collect taxes as we understand the term in the present day. Instead, they must earn the money to run their affairs through the renting of their land, most often in the form of collecting a portion of the harvest, charging of various fees for the use of their roads, forests, mills and so on, and through various monopolies, most notably control of all brewing. In certain cases there may be “levies”- cash payments demanded from every person in a domain for wars, weddings, castle building and so on. These are one time occurrences, and generally very unpopular- often enforced at the point of a sword.
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The true backbone of the kingdom is not the nobility however, but the Knighthood. Knighthood in Navarre, by ancient custom, is NOT hereditary. Instead, anyone can become a knight through acts of valor and proving their worth. Since only a knight can inherit stewardship of a knight's land, this means that land changes hands frequently from generation to generation. The Knighthood of Navarre is the kingdom's elite, and has been the bulwark of its defense against enemies both within and without. Knighthood is bestowed by the nobility, but it is required that the College of Heralds concur. Abuse of the system, such as knighthoods being purchased or knighthood denied in order to “break” a knightly family is rare, but not unheard of. Truly virtuous and courageous Knights are favored by the gods themselves, and such is the kingdom's pride in this system that it is rarely corrupted. By law, knights are given a number of privileges- leadership in time of war, bearing arms in almost any situation, and the right of Trial by Combat. Knights are entitled to an honorific before their name- “Sir” if a man or “Dame” if a woman. A Knight Errant, rewarded simply for their service and deeds, often has nothing but their rank. They may struggle even to maintain their armor and keep their belly filled. If they prove themselves, they may be awarded a fortified hall called a manor house, land of their own, and serfs to till it, thereby becoming a knight of the Realm. The children and spouses of landed knights, though not guaranteed a knighthood themselves, do enjoy many advantages in wealth and education. They form the majority of the clergy, scholarly, and mercantile occupations. Theirs is a somewhat amorphous social class- technically free commoners but actually more privileged than most. No player may begin the game as a Knight- it is an honor earned in time, though they may be the children of knights. Below the knights are free commoners, who comprise perhaps half the population. They practice trades such as blacksmithing, herding, and tailoring, and may hold land directly from a lord themselves. They are generally free to pursue any path they wish, and travel more or less freely. They provide the bulk of the armed forces of the nobility, and in time of war form militia bands to defend their homes. They are generally well armed, but rarely own armor, which is unsurprising given that a suit of armor costs about the same as a car in modern terms. Most player characters are free commoners. Last and lowest socially are serfs, slaves and thralls. Most were free peasants who were forced, in time of famine, to voluntarily bond themselves to a lord in exchange for food. Others are those who have become debtors in other ways, children of serfs, or (rarely) prisoners captured in war. Their status varies a great deal. In some villages, the difference between free folk and serfs is merely a legal point, and you cannot readily tell who is who. In others, serfs are not permitted to bear arms, and are ground down into abject poverty by the demands of their lord or lady. Serfdom is hereditary, as debts are inherited by children from their parents along with property. No serf is allowed to leave their land without their lord's permission. By a custom as ancient as that of knighthood, any serf can purchase their freedom for a cost of equivalent to the cost to feed a family for a year, generally equal to what caused their family to become serfs in the first place, or about 200 crown. A thrifty and fortunate serf can save this amount in a few years, but a poor harvest can easily cast down a free family, forcing them to place themselves in their lord's hands in exchange for grain from the castle stores. Slavery and thralldom are practiced in unpleasant, out of the way places throughout Europa, often practiced by Chaos worshippers and Skandians. In the Duchy of Eastmarch, the buying and selling of men is variably punished, and most nefarious folk who would desire to own the lives of another name it serfdom and find legal precedents.
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The Baronies of Eastmarch Eastmarch is comprised of four baronies. Three of these baronies border the Mystwood, provide the bulk of the settlers, and form a bulwark for Navarre against external threats. A fourth barony, Eastmarch, is the Duke’s personal holding, and lends its name to the Ducal holdings as a whole. It is these four baronies that starting player characters must choose to be from. In theory, the inhabitants of Mystwood are subjects of the Duke, though they would most likely have been born in the lands of one of the three lesser baronies.
Dragonshire, to the west of Mystwood, is the largest, most powerful of the three closer baronies. It is also the most
likely to meddle in the affairs of the Mystwood. Most of it is poor land, once much devastated by the Dragon, but the hard work of its people has made it prosperous none the less. Dragonshire's colors are Black and Yellow. Its castle, Dracford, is newly built at great cost, alongside the river Elwash, boundary of the Mystwood. Much of Dragonshire's land has grown up with forest, and is only recently being cleared. Some of its villages, like Aurewood and Bymaple Pond, are quite idyllic, with prosperous but hard working inhabitants. Other settlements, such as Fallowdale and Muckle Down, are smaller and meaner, inhabited by the most wretched of serfs. Silverpoint, the only bridge along the East Road into Mystwood, is a popular stopping point, though the heavy toll levied to cross sometimes leads travelers to make great detours. To take the Dragon as a symbol of one's house is a sign of arrogance in the eyes of many, and Baron Andrac is well suited to it. The baron was a minor scion of the family, who rose to power through merit during the power vacuum following the death of the previous Baron. He is known for unusual ideas on religion. Although it is not in Dragonshire proper, the Abbey of St. Siventus should also be mentioned. A mighty fortress restored by Baron Andrac, this former baronial capital guards the road south from the Mystwood that links Eastmarch with the city of Venetia and the lands of Carpathia. The armies of Unlife have assailed it many times in recent years, but it has never fallen, defended as it is by stalwart warrior monks of the cult of Justice. It is perhaps the only safe place along the road between the Keep of Mystwood and the League border town of Caranthium.
Fenwyck, northernmost, is a land of dreary fens and moors,
bordering the sea. Much threatened by raiders, its people are hardy, independent, and superstitious. Its ruler, Baroness Orla, is young, but still feared as potent knight and a canny politician. She is rarely seen outside the seat of her house, the ancient fortress of Caer Aldwyn, but is said to travel her lands in disguise. Fenwyck's colors are Green and Grey. Scattered along the edges of northern marshes, many of the people of Fenwyck live in the simplest of dwellings, built of turf or stone, and following ways of life unchanged for thousands of years- fishing, tending sheep, and waging war, each in their season. The northernmost outpost of Fenwyck is the village of Colwaith. Ships from the North Sea call there, and the blood of Skandia runs in the veins of many of the inhabitants. Inland along the shores of Lake Soloy is Dawnwater's Edge, a village built entirely on stilts for protection from the Skandian raiders.
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Pelancia lies to the southeast of the Mystwood, with a milder climate and rich agricultural land. It borders the mighty river Lucerin, which brings some trade from the larger world. Pelancia is ruled by the young, masked Baron Baldwin Rochvall, recently succeeding his elderly parents, who passed suddenly and unexpectedly. The colors of Pelancia are Blue and Brown, reflecting the ancient seafaring heritage of their house, though Pelancia does not itself border the sea.
The Rochvall seat is Tiras Ethannor, nestled at the foot of the mountains at the edge of the Mystwood. Said to have been built by the Fae, Tiras Ethannor is easily one of the great wonders of Navarre, its towers seeming to be too impossibly tall and graceful to achieve without magic. Indeed, Fae blood runs in the veins of many of those in western Pelancia, and the architecture of the Barony is much admired. Tiras Ethannor is a great inspiration to Bards and Knights Errant, a center of chivalry and romance in song and story. Doubters will say that Tiras Ethannor has never been put to the test by a true siege or Dragon attack. From Tiras Ethannor, the river Lucerin flows down out of the mountains. At the edge of the forest lies the village of Driftfield, or Driftford, whose inhabitants are concerned mostly with the harvest of timber to be floated down river, the herding of sheep, the spinning and dyeing of wool, and the eternal argument over whether “Driftfield” or “Driftford” is the true name of the village. Beyond Driftfield, the river winds through the prosperous agricultural lands of Pelancia, through pastures, vineyards and many small hamlets and freeholdings to reach Summermill. Tiras Ethannor being somewhat remote, the Rochvalls are often to be found here, and Summermill may soon become a town to rival Tweaksbury. Even further west lies Shandlin's Ferry, a gateway to Burgundy and western Navarre. Shandlin's Ferry is noted for the grand Fair held yearly there- and for the war, plague, and misfortune that comes on the heels of the merchants, pilgrims, and armies that pass through it. 34
North of Driftfield is Monteval Abbey, arguably the greatest Church house in Eastmarch. Monteval is devoted primarily to the Lord of Justice, and holds vast lands and wealth in the surrounding area. It is here that many come to learn the ways of faith. To the west, beyond Dragonshire, is the baronial lands held directly by the Duke, Guilford II. He is much concerned with the affairs of the larger kingdom, leaving much of the running of Eastmarch (both barony and duchy) to his middle aged step daughter Geneveve. Some have taken to calling her the “Duchess in Waiting”, though she is not the heir. The only true cities of Eastmarch, Trieste, the capital, (pronounced Tree-Est) and Tweaksbury (boasting several paved streets) are found in the duke's lands. The Duke's colors are Black and White. In Trieste is to be found the great Cathedral of St. Amelia, recently finished and considered a great wonder. Another cathedral is half finished in Tweaksbury, but has lacked the funds for completion for decades. Tweaksbury has grown a great deal in recent years, and is now rather too large for its walls. Rich farm lands surround the two main cities, with populations much greater than those of the baronies, and a number of lesser villages. The Ducal lands are the center of Guild activity, both legitimate and otherwise. Though the heartlands of Eastmarch are shielded from the perils of the Mystwood and the forces of Chaos beyond it, they have recently been ravaged by the forces of Albion. Albion's Queen Elspeth claims lordship over all Navarre, and many of the lords along the coast have sworn allegiance to her. The current Duke was able to avoid war for many years through skillful diplomacy, but now each summer brings skirmishes along the coast as bands of Albionese soldiers raid inland, sometimes reaching as far inland as Tweaksbury. In 957, even the ducal seat at Trieste was besieged. In addition to his main holdings, to the south of the Mystwood along the border lies an allodial land-grant recently collected by the Duke from the kingdom of Burgundy. This tract, Burgundar, lies centered on the village by the same name. Descendants of the wild Skandian Norse, the Burgundar folk are somewhat primitive and hold strange beliefs compared to the rest of Navarre. A Count has been appointed, in addition to the traditional jarls of the territory. Within the Mystwood itself, the only holdings of note are the Mystwood Keep itself, site of every attempt made to recolonize the land since the fall of the baronies to Chaos; Rosehaven Abbey, a somewhat impoverished church house whose fortunes are much diminished in the last century, and the ruins of Caer Luceval, still said to be inhabited by Chaos cultists, beastmen and worse.
Travel and the Larger World All starting characters must be from Eastmarch. Future characters after your first may be from anywhere in the world. That being said, the world beyond Eastmarch plays little role in the Mystwood game. Indeed, most Chronicles are concerned only with the doings of the forest of Mystwood itself, the kingdom of Navarre forming no more than backdrop and context for the player's adventures. Outside of Eastmarch, Navarre is divided into two other Duchies- those of Flanders and of l’Isle, the seat of the king. In addition, along the Oceanus Occidentalis (Western Ocean) is the March of Bretony, within living history a kingdom in its own right merged with Navarre by marriage. Navarre also claims the lands of Normandia and Gascon, but these claims are the root of much of the strife between Navarre and Albion. Travelers’ tales of distant lands are always popular, and though most folk's understanding of geography is hazy at best, here are some things commonly known. Most who have travelled beyond the Kingdom have taken the little used East Road to the League, a group of many different petty nations and free towns within vast forests. Rothenburg is the first of these along the road, and the only one known to most. The East road is so dangerous, only well-armed caravans travel it. Most of these coming to Navarre bear treasures from distant Thule, particularly certain magical components very rare elsewhere, in exchange for gold, weapons, and armor. These goods, in turn, are needed to defend the League cities from the hordes of Chaos-following barbarians who dwell all around them. The people of the League are much the same as those of Navarre, though hardened by their struggle with the Chaos followers of Danemark and Teutonia, and little given to mercy.
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It is said to the northwest, across the Narrow Sea, Albion shares her island with Pictland, a land of somewhat primitive clans locked in petty wars amongst themselves. Beyond Albion lies Eire, land of fables. To the distant north, far into the Oceanus Occidentalis, squats the farthest land, the island of Ultima Thule, born of the fires of the earth. Further east, beyond the League, lies the vast nation of Teutonia. Once led by goodly knights, long ago those same warriors fell one by one to Chaos, and now Teutonia is the mightiest nation of Chaos in the known world. It was they who led the vast Chaotic armies which drove the barons of Cairnwoods and Luceval from what is now the Mystwood. This Chaos horde caused the nations of Tilea, Burgundy, Albion and Navarre to leave aside their conflicts for a time to unite, however briefly, and drive them back. The dark knights of Teutonia have since bided their time, marshalled their forces, and quarreled amongst themselves, dreaming of a day when a new and charismatic ruler will rise to take control of the forces of Chaos once more. Beyond Teutonia are the lands of Lituany, last bastion of civilization before the vastnesses of Thule, and Novogorond, the league of great traders famed for their Wall and for their petty rivalries. It is from Novogorond that most trade caravans begin the long, well guarded overland trade down through northern Teutonia and the League toward Navarre. Caravans must dare the dangerous road through such lands and the Mystwood because the sea is closed to them- the hostile folk of Skandia bar the way. Though the Skandians are not wholly given over to Chaos, they none the less are easily seduced by it, lacking a proper church, and are warlike in the best of times. In Skandia lie three strong kingdoms, Norroway, Kvenland, and Karelia. The many Jarls, petty kings, and war-chiefs of those lands take ship to raid Albion, Fenwyck and the League when they are not fighting each other, and will not let any merchant pass through their seas without heavy payment. Across the Maer Suebicum from Skandia proper squats Danemark, where since time immemorial those Skandians devoted to Chaos have established their footholds before raiding Navarre, the League, and Albion. Skandians do not generally speak the common tongue, making them strange and foreign to the people of Navarre. To the south and east of Navarre lie many kingdoms. The nearest of these is Burgundy, a land much like Navarre, though warmer and wealthier. Further south are the many city-states of Tilea- Milan, Venezia, Roma, Tarant, and the great nation of Napoli. Still further to the west can be found the ever-warring states of Illyria, also called Carpathia, a mountainous land of small villages much troubled by the Undead. Further south lies Hellas, said to be the birthplace of civilization; and Byzantium, the remnant of the Empire with its eponymous capital where Asia meets Europa, the greatest city of the world, seat of the Emperor and of the Church. To the distant southwest, the Kingdom of Aaragon is said to be land of great chivalry with peerless knights. North of Aaragon, however, is the land of Vasqony, a land wholly given to Chaos, whose raiders are quick to attack Bretony and L’Isle when given the chance. The Vasques neither speak the Common tongue, nor allow worshippers of the Three to live if captured. Across the Middle Sea is Khenti, land of great serpents, prehuman ruins, and cyclops. Along the north coast of Khenti is the lawless land of Barbary, home of vicious pirates. Aegyptus, tomb-haunted waste of the ancient world, is in the northeast of Khenti, and between Europa, Thule, and Khenti are the deserts of Araby, of which many wonderful tales are told. In the middle sea itself are the isles of Corsica, famed in Roman times as the summer home of emperors, and Nuragia, a strange land of heretics who worship Chaos as readily as the Three. Lastly, it is said far beyond the trackless lands of Thule lay the three great nations of Asia, Cathay, Hind, and Scythia, though next to nothing is known of them, other than their names and tales of almost unbelievably strange wonders.
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War and Rebellion War ebbs and flows across the Known World. Armies march, and great battles are fought. These battles are decided most often by the charge of armored knights, massed ranks of archers, and hordes of poorly armed peasants.The Queen of Albion presses her dynastic claim to much of the coastal land of Navarre, but this rarely troubles Eastmarch itself. The League wars against raiders from Teutonia and Danemark. Illyria and Hellas squabble forever over shifting borders. Aaragon drives off pirates from Barbary, and both Byzantium and Novogorond ever-struggles against Thulian raiders, both Chaotic and the merely desperate. The Mystwood is, in some ways, more tranquil. Great armies cannot easily traverse the forest with its unreliable paths and many hostile denizens. Even when they can, they are loath to do so, for the Dragon is drawn to such hosts, either as invasions of its domain, or because of its love of horseflesh. Indeed, few horses will willingly enter the Mystwood, and battles there are almost always fought on foot. None the less, the Mystwood sees a near perpetual state of conflict between small bands of warriors (less than thirty in most cases). Most of these battles are against various raiders, fell beasts, and chaos spawn, but in 946 the inhabitants, angered by a levy for the building of ships they would never see, rose in rebellion, slaying the duke's sheriff. Though there were punitive expeditions by Dragonshire that resulted in several small battles (the sheriff having been related to Baron Andrac), the Duchess in Waiting simply ordered all contact cut off with the colony. In time, deprived of all commerce and finding the fruits of their occupations much diminished, the rebels sued for peace. Part of the settlement included the creation of the Town Guard, Mystwood's only professional fighting force, charged with keeping brigandage, sedition, poaching and the like within reasonable limits, as well as serving as Navarre's first line of defense. Out of Game Note: Though the government of Navarre is enlightened by the standards of the Known World, there is still plenty of injustice to combat for those with a bent toward such things, though it is generally best to do so with subtlety. It is possible that some combination of events could lead to the player characters rising in rebellion. Open conflict with the lords of the kingdom will cause the economy of the Mystwood to collapse, and many Occupations will lose the use of some of their skills and abilities. This may be a price worth paying, but it should be understood in advance.
Languages and Writing The people of Navarre (and indeed, most people of Europa) speak a “Common” tongue derived from Latin and a mix of local languages. This language was spread by the Church in the last several hundred years in order to facilitate communication and education. The Latin alphabet is used for all writing and is, again, largely the same throughout Europa. Spoken Latin is a dead language, though still used in ceremonies, mottos, and incantations.
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Laws and Justice The right of administering justice in the Mystwood itself. descends from the Duke, and is primarily administered by appointed magistrates. In certain circumstances, barons and members of the Clergy are entitled to do so as well.
THE CODE CIVITAS The kingdom of Navarre has many laws, some fair and enlightened, some not so much. The vast majority of these are compiled in the “Code Civitas”, and rarely play a role in the game. There may be a penalty for failing to keep your livestock out of your neighbor's field, but it’s not likely to be an issue for your character. Nor are you likely to be punished for mixing sand in your baked goods, failing to keep up the sections of road near your house, or failing to maintain your weapons for time of need. Indeed, few of the tenets of the Code Civitas are enforced in Mystwood. There are several notable exceptions, which will affect the everyday life of your character, and these follow. If, in any event, a character cannot pay their fine, they may be subject to public humiliation, a short period of work, or brief exile from the town:
Blasphemy, Gibbering and Ranting This is, more or less, a polite way of saying “Talking out of game in game areas”. NPCs and other players will react to such talk as foul profanity. The fine is 5 crown. There are some areas that are fine for talking out of game- but the main areas of the game such as the tavern and town square are not them.
Brandishing Weapons should not be carried in hand and ready for use when within town walls. They must be sheathed, or in the case of two handed weapons, set aside until needed. This is punishable with a warning or a 1 crown fine. It is often used by the Town Guard to keep armed strangers from staging surprise attacks. The guard may also require peace bonding of weapons at their discretion. Bows, staves, tools and the like are exempt from this requirement.
Due Payment It is illegal to take labor or goods from a non-serf without payment. Although intended to prevent enslavement, this law is also used to discourage vagrancy, and enforce a guild's fees. Punishable by fine of twice the value due, with half of the fine going to the victim. * One who is cured of an affliction must pay the healer as agreed, pay 4 crown, or offer one hour's service. * Those who are depicted favorably in song, story, text, or illustration shall offer crown, a minor service, or payment as agreed. * Those who receive food and drink shall offer coin in payment, or if they have none, they shall perform a service such as the washing of dishes.
Public Nuisance Acting inappropriately within the town, or failing to show respect to those with higher social status. This is punishable with a warning or a 1 crown fine. The Code Civitas is enforceable by the Town Guard without trial.
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THE CODE JUSTINIAN The Code Justinian deals with grave crimes, and is far more likely to come into play during a Mystwood event. All Justinian Code crimes require an accuser in order to be prosecuted. Without someone willing to swear that the accused is guilty, no prosecution is possible. However, the accused has no particular right to face their accuser, and it is perfectly acceptable to make an anonymous accusation before a magistrate. False accusation is a crime, and thus only the brave or certain will do so, and any accusation that does not result in a conviction is deemed false.
Assault Punishable by a fine agreed on by the assaulted person and the magistrate, or Chastisement. Note that there is a wide range of assault. Sometimes, assault is punishable by a small fine. Other times it may be immense.
Brewing The creation of strong spirits is illegal without baronial writ. This is punishable by Chastisement (see below), as is tampering with a lawful tavern. The sentence may be increased to Death with further offenses.
Corruption Any action that raises Undead, or causes one to become Undead is Corruption. Similarly, summoning Daemons, willingly accepting a mark of Chaos, or willful actions that lead to yourself or another receiving a Mark of Chaos. Action that results in harm through traffic with Chaos is also Corruption, (such as releasing a plague), as is actual worship of a Chaos being or accepting Unlife. Harm resulting indirectly, such as a summoned undead that kills somebody) is punishable as if the character caused the harm themselves. Punishable by Death.
Consorting with Undead or Chaos This is use of Chaos or Undeath with intent to gain, that does not result in harm to others. Trafficking in Death or Chaos components is considered Consortium. This is considered a lesser offense than Corruption. Punishable by a fine of 50 crown, or Chastisement. Second offense punishable by Branding, third by Death.
Dark Magic Defined as use of the Chaos or Death components in magic without a permit, or the casting of any spell with “Chaos” in the name. Other, more amorphous magical acts deemed to be dangerous to the public good also fall into this category. Punishable by a fine of 25 crown or Chastisement, unless it results in harm to innocent individuals, in which case the sorcerer is punished as Consortium or Corruption in addition to the 25 crown fine. Third offense punishable by Branding.
False Accusation If an accused individual is not found guilty, the accuser will face the punishment the accused would have received. For instance, the false accusation of murder could result in the punishment of Death for the accuser.
High Treason High Treason is criminal disloyalty to the state- here defined as the Duke or the Kingdom of Navarre. Participating in warfare against Navarran soldiers, spying, assassination, forgery, and sabotage of Ducal holdings are the most commonly encountered. Punishable by Death in all cases.
Murder and Attempted Murder Punishable by Death or a fine: 100 crown for a serf, 300 for a commoner, 500 for a knight. The Justinian Code makes no distinction between the two crimes. In Mystwood, sending someone to be resurrected is Attempted Murder.
Theft and Vandalism Punishable by fine of twice the value of the stolen or destroyed goods, or by Chastisement. Half the fine goes to the victim, half to the Duke. Second offense punishable by Branding, third by Death. Fraud is treated as theft. Poaching is considered High Treason, see above. 40
Judgment and Trials The accused may either submit to the judgment of the magistrate, or demand a trial. If a trial is chosen, the punishment is often heavier. Normally the accused may choose the type of trial, however the magistrate does have the right to overrule the accused in special circumstances. Trials take three forms. Trial by Juror: The magistrate will appoint three jurors, who will be given a short time, often a day, to investigate the case. Upon their return, they will render their verdict. Many jurors are semi-professional, and it is common to allow both accused and accuser to choose one juror. They are thus a cross between lawyers and detectives. Trial by Ordeal: The accused undertakes some kind of test, usually dangerous, painful, or both. Survival or success is taken as sign of innocence. This is most often used in cases where there is little chance of establishing the facts of the case, but strong circumstantial evidence exists. Trial by Combat: This is a right of all Knights. It may be requested by the accuser when they wish to carry out justice themselves, or by the defendant when they allege the accuser has harmed them in turn. It is permissible to have someone fight for you in most cases.
Punishments Branding: Branding is an affliction (“Afflict with Branding”), which results in a permanent mark which must be worn. Branded criminals are obviously not usually welcome in polite society, but in some places it is a mark of honor. Death: Death is carried out by an executioner in a manner determined by a magistrate. Due to the Book of Life and other wonders, many in Mystwood will survive their own executions. If they repented before their deaths, this is considered sufficient punishment for their crime, but if they do not, they are usually banished from the Keep for several hours. Death by Execution always consumes the Gift of Justice first, rather than the Gift of Mercy, and next the Gift of the Wild if the Gift of Justice has been used. The Gift of Mercy is used last in this case. Chastisement: Chastisement takes many forms, at the discretion of the magistrate. In the Keep of Mystwood, it normally consists of half an hour in a crow cage, the maiming of limbs, or being made to wear a sign describing one's misdeeds. While these are mild by the standards of Navarre, the strong following of Mercy in the area prohibits the more brutal punishments seen elsewhere. In addition to the “in game” portion of the chastisement, it comes with a penalty of hard labor, assumed to take place between events, the result of which is to reduce your Maximum Hit Points by 1 (to a minimum of 1) for the entirety of the next event.
The Church Long ago, there were many cults and sects devoted to many gods. Though holy men and women sought to lead others toward what was good, differences often led to bloodshed between those who should have made common cause against Chaos. Over time, wise folk came to understand that there were but three true and holy gods, and those were unified in a single Church, though each sect preserves many of its own practices. The followers of Justice build tall churches and uphold what is good and just- honor, law, order, chivalry, marriage, and family. Their rites are solemn and thoughtful. The followers of Mercy believe less in ceremony and more in action, above all striving to live lives worthy of their goddess. They labor on behalf of the less fortunate, collect alms, and are always ready to spill their blood in battle for a worthy cause. Many throughout history have been martyred for their beliefs. The followers of the Wild hold their ceremonies in field and forest. Their god has dominion over all natural things, and over the bodily needs of the people. There is much mysticism in the cult of the Wild, ancient rites that others look askance at. The Church is governed from Byzantium by the Triarch, consisting of: The High Theocrat of Justice The Arch Druid of the Wild The Enlightened of Mercy Below these three individuals, who serve for life, each faith has its own structure, rites, places of worship, and sects. Considerable variation exists in the details of theology and practice from kingdom to kingdom, and even village to village, but all within the Church are united in certain core beliefs. 41
The Bestiary Humankind, the children of the gods, make up the vast majority of the population of the world of Mystwood. Over time, however, Magic has touched the bloodlines of many, and their appearance varies. Some show pointed ears or small horns, others unusual markings on their skin, or colors in their hair. These are accepted by society as long as they are not too extreme. Those who are touched not by Magic, but by Chaos, often bear more extreme changes- hands mutated into claws or tentacles, spines, large horns, additional eyes, and the like. These are called Mutants. Mutation is most common at birth, but can occur later in life as well. The Church teaches that they are to be pitied and showed charity and mercy, so long as they did nothing willfully to bring on their state. Alas, most mutants are loyal to the forces of Chaos. Those who are not are said to bring misfortune, ill luck, and further mutation with them, and thus are often driven out into the wilderness. Despite the teachings of the Church, many lords order the killing of mutants in their lands out of hand. Most mutants can speak, and will at times trade or negotiate with ordinary folk. While common mutants may be pitied, there are greater creatures that must be feared. Chaos may work a greater transformation in powerful Gifted individuals, one fitting to the vice that lured them into darkness. Their very souls are consumed, and they become Chimera. These beings are the monsters of legend- Medusae spawned by Vanity, Draconians of Greed, Gorgons of Rage, plague-bearing Harpies, and many more. Mutation can touch animals as well as humans, and it is so that Beastmen are created. Minotaurs are the greatest of their kind, but nearly any animal can be so changed. Beastmen of Mystwood most often have the heads of beasts, but the form of men. Beastmen have enough intelligence to make use of weaponsm and occasional scraps of armor and clothing, but can rarely speak more than a few words of the common tongue. Universally they are savage servants of Chaos, with a great hatred of humankind. Worse than Beastmen are the Daemons of Chaos. Creatures of pure Chaos, they are summoned briefly into the mortal world for purposes of mayhem, after which they disappear once more. They have a thousand forms, from the least warriors and nuisances, to greater Daemons of enormous power and intellect. Often they come in near unending waves from gates, portals, or icons. Thankfully such occasions are rare, unfortunately, they are much more common in the Mystwood than in the world at large. Chaos is not responsible for all the dangers that the world holds, however. Elementals are the daemonic counterparts of the other elements besides Chaos. They are less common, and usually less destructive, though it is possible to rouse them to battle. They often defend locations that are wellsprings of their Element. Dire Animals are sometimes mistaken for Beastmen. They are larger, more humanoid, more aggressive versions of natural creatures. These are understood to be free from the taint of Chaos. Boar, bear, and deer are all common dire beasts. Dire Animals are distinct from ordinary creatures in that they are played by NPCs. Unlike beastmen, they are edible. They are prized as game, and some are illegal to hunt without the Duke’s permission, though it is generally allowed to kill them in self-defense. Less easily categorized are the Fae- woses, pucks, kelpies, korreds, sprites, sylphs and the like. It may be that they are elementals of some form, or that they are manifestations of the god of the Wild in some way, or something else altogether. Certainly, they are mischievous and powerful, talented in the arts of magic, long lived and restive. Also unclear is the nature of Goblins, Ogres, Orcs and Trolls. All are brutish, green or brown skinned, and inimical to humankind. It is unclear, though, if they are some sort of Chaos breed, a form of Fae, or spring from some other source Lastly, there are the Undead. A soul may be awakened from its rest, sometimes due to its own pain, suffering and unfinished business, more often through the foul magics of necromancy. With or without their bodies, they walk among the living in many forms- zombies, skeletons, haunts, wights, revenants, ghouls, and more. The source of necromancy is the greatest of the Undead- Vampires.
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CHAPTER FOUR CHARACTER CREATION Creating a Mystwood Character It is encouraged that every participant in Mystwood create a player character (or even more than one). Even members of the Staff may have player characters. Your character is your persona in Mystwood. Like an actor in a movie, by portraying your character well, you will add to the enjoyment of those around you. Some people like to create very elaborate characters, with all sorts of roleplaying traits, an elaborate back story,and highly detailed persona. Others prefer to create a simple character that is basically their “real” self with a sword. There is no “correct” option, and players should free to build the character they desire, subject to these rules. You must choose a name for your character, and fill out a character sheet that will be kept by the Staff. It is a good idea to keep a copy for yourself as well. Each event you attend will afford you opportunities to gain Moonstones through a variety of sources. These Moonstones are used to improve your character, whether by buying additional Gifts or by purchasing individual skills. For more information on Moonstones, see Chapter Ten: Advancement, on pg 90.
Creating a Second or Third Mystwood Character All new characters are created identically to a player’s initial character- 5 levels of Gifts, 6 with a character history. Items, Karma, Occupation and coins NEVER transfer, while unspent Moonstones and Gamebucks DO. Secondary characters may hail from distant lands, like Thule, Cathay, Rothenburg, etc. This will not give you an advantage in the game, but it allow for a little more diversity. THE STEPS OF CHARACTER CREATION 1. Adventurer or Townsperson 2. Gifts 3. Occupation 4. Advantages and Disadvantages (Optional) 5. Religion (Optional) 6. Character Background & History (Optional)
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STEP ONE: ADVENTURER OR TOWNSPERSON? Most player characters are Adventurers- individuals who possess Gifts useful in times of danger or adventure. Adventurers follow the full character creation process, choosing Gifts, an Occupation, etc. On the other hand, a player interested mostly in roleplaying and enjoying the medieval atmosphere of Mystwood may choose to play a Townsperson. Townspersons choose ONLY an Occupation, and thus are barred from battles and (most) quests.
Adventurer Starting Income Starting Hit Points Weapon Use Gifts Occupation Advantages/Disadvantages Religion
Character Background
25 crown from the Duke 2, or Non-Combatant (see townsperson) Regardless of Gifts chosen, you are able to use any one handed weapon or crossbows. You may pick 5 levels of Gifts, 6 if you submit a public character history. You may choose any Basic Occupation. You may choose up to 4 points of Advantages in return for the same number of Disadvantages. You may choose to follow no god, pay lip service and offer prayer to all three, or choose one of the three gods specifically- Justice, Mercy, or Wild. If you do choose a god you may obtain benefits from it, such as Karma powers. However, you will also have certain duties and sins to keep track of. You should come up with a brief history of your character, and choose where you are from. If you post it publicly you may choose an additional Gift level.
Townsperson Starting Income Starting Hit Points Weapon Use Gifts Occupation Advantages/Disadvantages Religion
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25 crown from the Duke You will always operate as a Non-Combatant. You may not use any weapon, though you may use props like padded brooms. You may not choose Gifts. You may choose any Basic Occupation. You may choose to wear makeup as described in the advantages/disadvantages section, but you may not gain any benefits. You may choose to follow no god, pay lip service and offer prayer to all three, or choose one of the three gods specifically- Justice, Mercy, or Wild. However, you may not gain Karma or make use of powers.
STEP TWO: CHOOSE GIFTS Every person in the world of Mystwood has some Gifts. Your character begins as a talented, but not extraordinary person. You may choose up to 5 levels of Gifts. If you choose to write a public Character History (see Step 6) you will gain an additional Gift level for a total of 6. These are your character’s core abilities. Do you fight? Wield magic? Heal others? Your Gifts are your most directly useful abilities during the game. There are six Gifts with ten “Levels” each. You could choose to take 5th Level in Courage, or 3rd in Courage and 2nd in Dexterity, or 1st level in Prowess, Wisdom, Courage, Dexterity and Empathy, or whatever else you wish. Over the course of time you can increase your Gifts. To find out more about what the Gifts do, please go to Chapter 5, Gifts, page 47.
Courage The Gift of Courage increases your constitution, resolve, resistance to fear, and tolerance for pain. With this Gift, you will gain the ability to triumph over adversity. You will be more durable in combat, and less dependent on healing from others. You may use large, unsubtle weapons requiring strength and bravery.
Dexterity The Gift of Dexterity grants you quick wits and nimbleness. You may or may not be agile (that really depends on what you, the player, are capable of), but your coordination allows you to perform prodigious feats.
Empathy This gives you the kindness and compassion to help those who are wounded, whether with magic, a few encouraging words, mundane bandaging, or a kick in the pants.
Passion Characters with the gift of Passion are often called “summoners” or “elementalists”. They are able to channel naturally occurring elemental energy through themselves into damaging bolts, bursts, and storms.
Prowess
Prowess is a Gift that thrives in the heart of battle. Warriors with this Gift have a natural talent for weapons, and the strength to challenge their enemies head on.
Wisdom The Gift of Wisdom is based on knowledge and understanding of the Mystwood world, which unlocks the power of magic. A character with this Gift can rely on powerful spells, unleashed with a mere gesture, and can counter the spells of others.
STEP THREE: CHOOSE YOUR OCCUPATION You must choose an Occupation for your character, such as Squire, Monk, Astrologer, Town Guard, or Peddler. Your Occupation will give you certain skills- abilities mostly useful to aid and strengthen yourself and other characters, “Renew” your skills, and develop your Gifts. Your Occupation gives you a role in the world, something that will make your character useful to others and stand out. For the descriptions of Occupations, please go to page 53. You are allowed to change your Occupation once per year, so if you are one of eight cooks in town, for example, you are not stuck in that Occupation forever. In addition, you do not HAVE to choose an Occupation for your first event- you can pick one later if you like. One critical note: Your ability to wear Armor to gain extra Hit Points largely depends on your Occupation. If you have a suit of armor, and wish to wear it at Mystwood, choose an occupation that uses armor, such as Squire or Town Guard.
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STEP FOUR: CHOOSE ADVANTAGES AND DISADVANTAGES (OPTIONAL) If you like, you may customize your character by taking advantages and disadvantages. These often (but not always) represent some supernatural element in your character’s history- a bit of Fae heritage, a family curse or bond to a certain element, a touch of Chaos, or the blood bond of a vampire. You may, if you wish, wait and choose these later on at any point in your character’s career. You may also change them, if you can justify the change based on events during the game and the Staff agree. Advantages and Disadvantages taken later can be based on your adventures and mishaps, or on your character discovering more about their heritage and powers. See Advantages and Disadvantages, page 79.
STEP FIVE: RELIGION (CHOOSE A GOD, OPTIONAL) There are three gods to choose from: Justice, Mercy and Wild. They each give specific Karma abilities and have certain rituals which must be followed and sins to be avoided. In game, there is no “correct” option for worship of a god, no god, or paying simple respect (or disrespect!) to all three gods. If you do choose to follow a deity, make special note of the duties and sins of the god. You may choose to change or omit a total of two Sins, Rituals, or Duties from the list. Once you have chosen a deity, and modified their duties and sins, you may not change again unless something extraordinary happens in your character’s life. This must be approved by the Staff. If you worship one of the three gods, you also have the “Follower of Justice”, “Follower of Mercy”, or “Follower of Wild” Trait.
STEP SIX: CHARACTER BACKGROUND AND HISTORY (OPTIONAL) Once you have chosen your basic Gifts, you may want to think about how your character developed those Gifts. You should examine the Mystwood background and geography. All first characters are from the villages, towns and castles of Eastmarch near the Mystwood- you may not play a “dark wanderer from beyond the sea” or the like for your first character. If you write a “Public History” and post it in the Mystwood Background section of the Mystwood forum, you may choose an extra level of Gifts, thus starting at 6th Level. Your public history is what people from your home area would know about you. Mystwood is a world of small, close knit communities, and you would be well known “back home”. You should read only the histories of those who are from your own home barony. In this way, you will have some connection to other characters, but will also be able to discover more about other characters by interacting with them during games. Finally, your public history is your chance to add interesting stories and details to the world of Mystwood. The Staff reserve the right to edit public histories, but they are unlikely to do so unless one is somehow very inappropriate. Your history should be rated PG13 at most- avoid rape, graphic torture and other such nastiness. You may also write a “private history” for yourself detailing the darkest and most secret details of your character’s past. This is primarily for your enjoyment and roleplaying only, and should never be shared except during game. Different chapters and different Triads may make use of your public or private histories, but this is not guaranteed.
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CHAPTER FIVE GIFTS Gifts provide various abilities- some which are useable as often as you like, some of which are more limited. Please see the rules regarding “Per Renew” and “Per Day” on pg 23, Chapter Two.
THE GIFT OF COURAGE Disengage (1st Level): You may call “Disengage” once per Renew per use of this ability. This represents you courageously hurling back your enemies, and you should brandish your weapons heroically when using this ability. Stretcher Bearer (1st Level): You may call the “Animate” effect as often as desired. This typically represents dragging the wounded off the field of battle. Use of Arms (1st Level): Allows you to use any single non-Restricted melee weapon, even two handed ones, or any shield up to 36” in any dimension. Use of Arms does not allow you to use two weapons at once. Hit Point Bonus (2nd Level): Your Hit Points are increased by the indicated amount due to your courage and resistance to pain. This is not cumulative- you get whatever bonus is listed on the level you have in Courage. It is, however, cumulative with other sources, such as the Gift of Prowess. Battle Endurance (3rd Level): If you are conscious, you may spend a 30 count resting, cauterizing your wounds, shaking the blood from your eyes, and otherwise hardening your resolve to “Heal 3 to Self”. You may do this a number of times per Renew as indicated. You must call this out loud, like any other effect. Resist Will (4th Level): Once per Day per use of this ability, you may call “Resist” against a “By Will” effect. This represents your courage and strength of mind. The terror of the undead, or effects of magic on the mind cannot easily overcome you. Special Attacks (4th Level): You may employ weapons to particularly devastating effect, allowing you to call a Special Attack before a limited number of attacks per Renew. If your attack is blocked, missed, or somehow resisted, it is used up. Ignore the Bone (8th Level): By expending a use of Battle Endurance and a 30 count of roleplay, you may pop your arm back into place, untwist your knee, etc. and call “Purge Maim to Self”. THE GIFT OF COURAGE Level Abilities 1 Use of Arms, Stretcher Bearer 2 3 4 5 6 7 8 Ignore the Bone 9 10
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Hit Point Bonus +1 +1 +2 +2 +2 +2 +2 +2 +3
Disengage per Renew 1 1 1 1 2 2 3 3 4 4
Battle Endurance per Renew 1 1 1 2 2 3 3 3
Resist Will per Day 1 1 1 2 2 3 3
Special Attacks per Renew 1 1 1 1 2 2 2
THE GIFT OF DEXTERITY Disarm Traps/Pick Locks (1st Level): You may attempt to pick in game locks and disarm in game traps. In the case of locks, you must actually pick the toy lock yourself, so you will need a paperclip or the like at a minimum. For traps, you cut strings, move the trap out of the way, and so on. In no case can you actually destroy props, or use obviously modern tools. Thrown Weapon (I) (1st Level): you may carry and use a single thrown weapon. Use Hand Crossbow (1st Level): You may use a hand crossbow to shoot safe, padded darts. Special Attacks (2nd Level): Special Attacks (1st Level): You may employ weapons to particularly devastating effect, allowing you to call a Special Attack before a limited number of attacks per Renew. If your attack is blocked, missed, or somehow resisted, it is used up. You add "Knockout" to any weapon's Special Attacks. Unlike other Gifts, Dexterity Special Attacks must be delivered with a missile weapon, or from behind. Use Bows (2nd Level): Allows you to use a safe, padded bow. You must have the Scavenge Arrows skill or Arrow item tags in order to use this bow. Tarot Mortis (3rd Level): Long ago, it is said, a great rogue, Harlequin, made a bargain with the Fates to cheat death while prying into locked boxes and musty tombs. The truth of this cannot be proven, but to this day, the quick of hand use the same methods to focus and evade a trap when it goes off. To use the Tarot Mortis, you must have a special set of 3 cards with identical backs, but differing faces. These are physical items you must carry with you to use them, but they cannot be stolen. If you accidentally lose them, you cannot use this ability until you replace them. Notes on card suits are given for those who choose not to make their own cards. When you encounter a trap, you may choose to shuffle the cards and place one before you face down. As long as you do not move more than a foot from your current position, or engage in violent motions, you are protected while disarming the trap. It’s a good idea to place the card before opening any box, or suspicious door. If you do set off the trap, you must immediately flip over the card to see what happens to you. If it is too dark to read the card, the shield does not work and you take the trap’s effect (usually “Death”) normally. The effects of the three cards are: Death (Spades): The hand of Death has claimed its inevitable prize. You are dead. Doctor (Hearts): Harlequin’s friend, the learned Doctor, has intervened to save you from death, but his ministrations are not gentle, nor is he as learned as he would like you to think. You suffer both the “Knockout” effect, and the “Maim” effect to a single limb of your choice. Harlequin (Diamonds): Harlequin’s boon has protected you, and you suffer only a graze. Take 1 point of Damage. Florentine (3rd Level): You may use two weapons, one of which may be no more than 18” long. Pick Pockets (3rd Level): Allows you to use a “Thief’s Clip” to try to pick someone’s pocket. See pg 25. Assassinate (4th Level): Allows you to call “Death” when attacking from behind, or by aiming a ranged weapon for a 10 count. You may use it a number of times per Day as listed. Thrown Weapon (II) (4th Level): Allows you to carry and use up to 3 small thrown weapons, such as daggers. Two Weapons (5th Level): Allows you to use two melee weapons at once of up to 42” in length. You may also use this ability to fight with a bow in one hand and a melee weapon in the other. Swashbuckling (7th Level): You may call “Resist” to any packet attack that strikes a staff, sword, or dagger you are wielding. This will allow you to deflect many spells if you are quick enough. Evade Trap (8th Level): Once per Day, you may call “Resist” against a trap, as you roleplay jumping out of the way. You may not wear physical armor while using this ability, but may use natural armor or Livery. THE GIFT OF DEXTERITY Level Abilities 1 Disarm Traps/Pick Locks, Thrown Weapon (I), Use Hand Crossbow 2 Use Bows 3 Florentine, Pick Pockets, Tarot Mortis 4 Assassinate, Thrown Weapon (II) 5 Two Weapons 6 7 Swashbuckling 8 Evade Trap 9 10
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Special Attacks Per Renew 1 1 1 2 2 3 3 4 5
Assassinate Per Day 1 1 2 2 2 2 3
THE GIFT OF EMPATHY Battle Surgery (1st Level): You may roleplay attempting desperate measures (magical or medical) to help someone who is Wounded or Unstable. Alas, such healing is highly unreliable in the world of Mystwood, so this is generally used only when no other healing is available. This takes two minutes, minimum, and may only be attempted on any individual character once per Renew. If Unstable, their count is paused once Battle Surgery begins, so they will not bleed out. After roleplaying, you must have the character draw from a bag containing either six marbles (three white, one red, and two black) or have them roll a die (1-3: white, 4: red, 5-6: black). If they draw white, you must say “Heal 3”, and they will recover and awaken immediately. If they draw red, say “Heal 1 and Afflict with Tainted Wound”. If they draw black, you must say “No Effect”. You cannot use this on yourself. It may be possible to improve your chances with special skills, tools, and supplies. Note that you cannot do anything with Battle Surgery for those who have suffered the “Death” or “Doom” effects. Cure Maim (1st Level): You may spend a 60 count roleplaying resetting a dislocated arm, or magically healing cut tendons. You may then call “Purge Maim”. Diagnose (1st Level): You may use the “Detect Health” effect on a willing character within arm’s reach. You may use the “Diagnose” effect on fallen, Unconscious characters. Stretcher Bearer (1st level): You may call the “Animate” effect as often as desired. This typically represents dragging the wounded off the field of battle. Healing Hand (2nd Level): By roleplaying the use of healing magic, encouragement, bandaging, or simple concentration, you may heal another. This is usable a limited number of times per Renew, as shown on the Empathy table. For example, at 2nd level you may use one “Heal 2”, at fifth level two “Heal 5” and three “Heal 2” per Renew. These may be used on the same or different people, but cannot be used on yourself. Healing Hand requires at least a 10 count of roleplay. With Malice Toward None (4th Level): You can strengthen your Gift of Empathy by refraining from harming others. If you have not inflicted damage on any other creature (Undead and Daemons excepted) during the current Renew, you may call “Heal 8” instead of “Heal 5”, and “Heal 3” instead of a “Heal 2”, when using the Healing Hand ability. Improved Battle Surgery (6th Level): When using Battle Surgery, a white marble draw now provides “Heal 5”, a red marble draw “Heal 3 and Afflict with Tainted Wound”, and a black marble draw “No Effect”. Detect Unconscious (7th Level): Once per Renew, you may call “Detect Unconscious” to find wounded companions. Heroic Surgery (10th Level): You can attempt to restore even a Dead person. This ability is usable once per Day. You must roleplay heroic efforts to save the person’s life for 5-10 minutes, then have the person draw from your Battle Surgery bag. If they draw White, you may call “Life” to restore them. If they draw Red, you may call “Life and Afflict with Tainted Wound”. If they draw Black, nothing happens, and they remain dead. THE GIFT OF EMPATHY Level 1 2 3 4 5 6 7 8 9 10
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Abilities Battle Surgery, Cure Maim, Diagnose, Stretcher Bearer Healing Hand With Malice Toward None Improved Battle Surgery Detect Unconscious Heroic Surgery
Heal 2
per Renew 1 2 2 3 3 4 4 4 4
Heal 5
per Renew 1 2 2 3 3 3 4 4
THE GIFT OF PASSION Summoning (Level 1): This ability allows a character to chant, and summon the elements themselves to damage their foes. To use this skill, you must close your eyes and repeat a 12-word chant while holding a Dysha (spell packet). Every third time the chant is repeated, the bolt gains 1 point of Damage, to a maximum determined by your Passion level. Each summoner must choose an element to favor them- Air, Earth, Fire, or Water- when they first take this Gift. When they throw their bolt, they must call the Damage “by (chosen element)”. You may open your eyes at any point, and throw the bolt without any further incantation, or hold it until ready. You may not move your feet while holding the bolt, however. If you are damaged while holding a bolt, the bolt is lost. You may wear armor while using Summoning, but both hands must be free. Elemental Burst (1st Level): To use this ability, you may gather as many Dysha as you wish, and throw them all at once in a group. When you do so, you may call “2 Damage by (Element)”. You do not have to concentrate to use this ability, but you can use it only a limited number of times per Renew. Hedge Magic (Level 2): Hedge Magic, also known as Alchemy or Thaumaturgy, is the art of combining the elements in the simplest and most dangerous ways to create magical effects. To use this ability, you must possess one or more Components. The Gift of Passion allows you to use ONLY the Air, Earth, Fire, and Water Components. Once you have a few Components, you must find a “Matrix”. A Matrix may be nearly anything- a philosopher’s tome containing instructions on how to combine certain elements, a set of tools for the making of potions, or a fell monolith for the working of dark rituals hidden in the woods. The Matrix will indicate combinations of Elements you can use with it, but the resulting effect will be hidden until you have followed the instructions. Roleplay the magic, set aside the component tags to be recycled, then read what it does. It may be one of two things: An Immediate effect on you, or others, which is usually (but not always) bad. A Potion. Write the effect on a piece of paper (be sure to copy it EXACTLY) and place it in a film canister or other small bottle. You may keep it yourself, or give it to others. When someone opens it and reads the tag, it takes effect. Of course, they have no way of knowing what it actually does until they use it... You may only try the same combination of elements in a “Matrix” once per Event. Discovered Matrix combinations must be kept secret from other players- the strange magical combinations which you have experimented on are impossible to describe in words or deeds. Do your best (both In Game and Out) to keep Matrix combinations a surprise for everyone, to keep magic mysterious. Elemental Storm (4th Level): This power lets you call down the wrath of the elements in an unending torrent. You must plant your feet to use this power. After doing so, you may throw as many “1 Damage by (Element)” packets as you like, one at a time. If you move your feet, or take damage, the storm ends. This requires no concentration, but you may use this ability only a limited number of times per Renew. Mage Lore (5th Level): You are aware of spirit essences, invisible runes, ghostly presences, magical taints, etc. You may read Mage Lore Flags at will. Elemental Kinship (7th Level): At this level, summoners take half damage from their element. Damage is rounded down, so a 1 point effect will cause no damage. Call “Lesser Effect” or “No Effect.” Summoner’s Stride (10th Level): After summoning, you may take up to seven steps, then throw your bolt. You cannot delay throwing the bolt however, and must throw it as soon as you take the steps. THE GIFT OF PASSION Level Abilities 1 Summon Element, Elemental Burst 2 Hedge Magic 3 4 Elemental Storm 5 Mage Lore 6 7 Elemental Kinship 8 9 10 Summoner’s Stride
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Max Damage per Bolt/Burst 1 2 2 2 2 3 3 4 4 5
Bursts Per Renew 1 1 2 2 3 3 3 4 5 5
Storms per Renew 1 1 1 2 2 2 2
THE GIFT OF PROWESS Detect Health (1st Level): By sizing an opponent up for a few moments, you may call the “Detect Health” effect. Use of Arms (1st Level): Allows you to use any single non-restricted melee weapon, even two handed ones, or any shield up to 36” in any dimension. Use of Arms does not allow you to use two weapons at once. Special Attacks (1st Level): You may employ weapons to particularly devastating effect, allowing you to call a Special Attack before a limited number of attacks per Renew. If your attack is blocked, missed, or somehow resisted, it is used up. Extra Hit Point (2nd Level): You add 1 Hit Point to your maximum. This is cumulative with other sources, such as the Gift of Courage. Deathstrike: Allows you to call “Death” or “Shatter Shield” with one weapon attack, which must be aimed above the knees. “Death” will kill ordinary mortals outright, but will only inflict damage on the most powerful monsters. Unlike a Special Attack, a Deathstrike is not used up if it misses, but may not be used again against the same person during this battle. Your Deathstrike is only used up if your opponent acknowledges it by roleplaying, or if they call “Resist” or “No Effect”. You may instead use a Deathstrike for a Parry. Your warart is so impressive that you are able to parry many attacks that would lay low a lesser warrior. You may call “Parry” against any effect delivered by a weapon. You must have seen the attack coming, have a weapon in hand, and have a reasonable chance to deflect that attack. THE GIFT OF PROWESS Level Abilities 1 Detect Health, Use of Arms 2 Extra Hit Point 3 4 5 6 7 8 9 10
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Special Attacks Per Renew 1 1 2 2 3 4 5 5 6 6
Deathstrikes Per Day 1 1 1 2 2 3
THE GIFT OF WISDOM Lore (1st Level): You may see clues that others would miss. Once per Renew, you may read a colored Flag of your choice, providing special information that you encounter during an adventure. The colors of Flags are Blue (Mage Lore), Green (Woodwise), Grey (Engineering), and Orange (Commerce). Sorcery (1st Level): With the coming of the Lord of Justice, it became possible to tame the wild power of Chaos, and use it in a purposeful manner, rather than allowing oneself to be ruled by the Chaos powers. Thus, Sorcery was born. Sorcery is different from Summoning in that it deals with pure magic, rather than manipulating natural elements through magic. With great effort, spells are created that bend Chaos to a specific function, such as binding a foe, creating a defensive barrier, or clouding the mind of another. In order to cast a spell, a mage must first master it. The first time a spell is cast, it is very difficult- there may be elaborate formulae, long incantations, puzzles and tests of patience and will, all designed to shape and harness the power of Chaos. However, having cast the spell once, the “Pattern” needed to cast the spell becomes part of the Sorcerer's very soul, and they can henceforth unleash that spell with but a word and a gesture. Spells cannot be cast if the spell caster has had the “Silence” effect used on them! In addition to spells from increasing Wisdom, a mage may learn one additional new spell per Event by finding a means in game, and should keep a list of all spells known in a “spellbook”. Spells can be gained in many ways- the sorcerer might find an arcane text in an ancient and dangerous grimoire, a diagram on a standing stone copied and decoded, a puzzle solved, or the spell may be taught to the sorcerer by a powerful spirit. The mage must follow the directions and complete the ritual. Mages cannot teach each other spells, though they may share where spells may be found. Spellbooks cannot be stolen, and others cannot use them to learn spells- they are just a spell caster’s notes. In addition to Sorcery, many Occupations have a few minor magics, often mixing sorcery and alchemy, which may be cast by anyone in that Occupation who also possesses the Gift of Wisdom. If you leave the Occupation, you are no longer in touch with the spirits who once helped you, and lose the ability to cast those spells. For more information on casting spells, see Appendix 1 on page 93. Spells: The basic spells in the rulebook are sometimes called Cantrips. If you start the game with the Gift of Wisdom, you will know one spell per Wisdom level. Every time you gain a level of Wisdom, you gain an additional spell. In addition, some Occupations have their own spell list. You know all the spells on your Occupational list. Mana (Level 1): Mana is Chaos, bound in the service of magic, raw energy ready to be shaped into a spell. Each spell costs a certain number of Mana Points. A sorcerer can cast spells until they run out of Mana. Mana is replenished like other abilities when you receive the “Renew” effect. Hedge Magic (Level 2): See the Gift of Passion for the full description. However, using the Gift of Sorcery allows you to use all eight elements- Chaos, Death, Life, and Time, as well as Air, Earth, Fire, and Water. Mage Lore (Level 2): You are aware of spirit essences, invisible runes, ghostly presences, magical taints, etc. You may read Mage Lore Flags at any time. Resist Magic (Level 3): You may call “Resist” against a number of “by Magic” effects per Renew according to the chart below. Purge Magic I (Level 4): By concentrating for a 30 count with your eyes closed, you can throw a Dysha and call “Purge Magic”. You may do this as often as desired. Purge Magic II (Level 7): Once per Day, you may concentrate for a 60 count (one minute), eyes closed, and then call “By my Voice, Purge Magic”. THE GIFT OF WISDOM Level Abilities 1 Lore, Sorcery 2 Hedge Magic, Mage Lore 3 4 Purge Magic I 5 6 7 Purge Magic II 8 9 10
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Mana 1 2 3 4 5 6 7 8 9 10
Spells 1 2 3 4 5 6 7 8 9 10
Resist Magic Per Renew 1 1 1 2 2 2 3 3
CHAPTER SIX CHARACTER OCCUPATIONS
OCCUPATIONS
Below, you will find the list of Basic and Advanced Occupations, along with the skills you gain for each one. You may choose any Basic Occupation when you start the game.
Changing your Occupation You may change your Occupation once per year. You may change from one Basic Occupation to another freely. It is up to you to justify the change in your character. IMPORTANT: When you change from one Occupation to another, you lose all skills from the previous Occupation, and immediately gain all skills from the new Occupation. This may strike some as odd, but think about it this way- most of the skills require specialized tools, lots of time to use them, contacts, etc. For example, consider a blacksmith who joins the Town Guard. It’s not that she suddenly forgets how to make swords, but rather that she doesn’t have the time any more with her new duties, or the kinship with the fire spirits, and she probably sold her tools to buy armor and weapons as a member of the Guard. A character may choose to learn many of the skills they possessed in a previous Occupation with Moonstones, if desired.
Advanced Occupations You may change from a basic Occupation to an advanced Occupation using your once per year change ONLY when the Staff agree that you have met the entry requirements. For example, the “Dragon Slayer” Occupation requires that you defeat three great monsters. What constitutes “defeating” exactly is up to the Staff- it’s probably not being one of six people who surrounded a minotaur before beating it to death, but it probably would include being the person who organized the ambush that led to the minotaur’s demise. You should make it abundantly clear that you are pursuing an Advanced Occupation through your roleplaying, trappings, and Post Event Letters. Some Advanced Occupations require that you pay a sum of money for training and tools as well. You may always change from an Advanced Occupation back to a basic one if you prefer. Subject to the requirements above, you may change from one Advanced Occupation to another.
Achieving Game Goals Sometimes, you will gain certain advantages or possessions which would seem connected directly to an Occupation. You might somehow inherit a mine, the Duke might knight you, or you might be elected Magistrate. You may choose to take on those Advanced Occupations if you like, but you do not have to, and can reap the in-game, social benefits of the position without the actual Occupation (and its mechanical benefits) to go with it.
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BASIC OCCUPATIONS Adventurer
Barber Surgeon
Agility, Scavenging, Serene Contemplation, Wear Armor (2)
Apothecary (2), Cure Affliction, Medicine (1)
Adventurer is a special Occupation. Many travelers that find their way to the Mystwood Keep start out as common adventurers, but soon find a productive role in the town. Anyone under the age of 18 may utilize this Occupation until they turn 18, when they must choose a different Occupation. New players of any age may have this Occupation until their third event, after which they must settle into a conventional role.
The practice of Medicine in the Mystwood is not for the faint of heart. Maladies are many and terrible, and the nature of the Mystwood means they progress at terrifying speed. Patients transform into monsters on the operating table, and the Barber Surgeon must take precautions to avoid the most horrid of afflictions. Bard/Minstrel/Thespian Bardic Voice (3), Entertainer, News & Rumors
Agitator (Town Crier) Bardic Voice (2), Duty (shout proclamations you have been hired to, or seditious blather, 1/day), Income (10), Leadership (2, those who have joined your cause), News & Rumors, Unarmed Combat
Sometimes a loud mouth is just another loud mouth, getting into brawls at the tavern, spreading nasty rumors, and inciting riots… Other times a person with a good, booming voice is an upstanding member of the community, shouting news, gathering people for meetings, and helping to sell a merchant's stock. It’s up to you which one you’ll be. Apprentice Agility, Apprenticeship, Duty (assist master, 1/day), Production X (any 1 Material or Component), Serene Contemplation
For as long as any can remember, apprenticeship has been the normal way to learn a craft. The skills of an apprentice are very helpful to a master, and therefore this Occupation is in high demand. The pay is not always great, but the perks are useful. Relationships formed as an apprentice can last the rest of your life. In some cases, it might be worth offering your services for free until a wealthier patron comes along to employ you. Astrologer/Fortune Teller Fortune Telling, Income (10), Mage Lore, News & Rumors, Serene Contemplation and one of Bardic Voice (2) or Scribe (2)
The future is a riddle many seek to answer, and they are willing to pay handsomely for any clues to what lies ahead. A successful court astrologer can earn tremendous wealth, and even village fortune tellers are quite well off. Alas, seers are also viewed with great suspicion, which can make this career quite risky. The notion that they are all charlatans is sometimes bandied about, and more dire, some believe they make their predictions come true with dark sorcery. 54
Jugglers, dancers, minstrels, thespians, even puppeteers, these are the superstars of the Known world. Their performances are often the high points of folk’s existence, especially in times of trouble. Beggar Agility, Livery (rags and patches), Scavenging and one of Begging or Weapon Use (Staff)
The Beggars of Mystwood come in many forms, and some are not what they appear to be. Many are in fact “Beggar Thieves”, who steal laundry, pies from shop windows, and coins from pouches. Others are so called "Sturdy Beggars," who are not infirm or feeble at all, but rather stalwart individuals who make their living extorting protection money from others, or outright brigandage. But, of course, for every false beggar, there are a dozen of the truly poor and downtrodden, who are forced to seek bread and coin from generous folk. Blacksmith Livery (leather apron), Metalworking (4), Weapon Specialization (One Handed Blunt, Two Handed Blunt)
Blacksmiths form the backbone of the kingdom. They service the many knights who need a great deal of upkeep on their armor. Blacksmiths use of metalworking is also helpful to the commoner, who needs sturdy arrows for their bows. Boatman Buy/Sell (10), Income (5), Production (1 Water), News & Rumors, Work Rhythm and one of Cosmopolitan Connections or Scavenging
Most locations and settlements in the Mystwood are no more than a day or two's travel from the Rivers Elwash and Lucerin, major routes of trade for eastern Navarre. Boatmen are those sturdy folk who ensure that the Mystwood continues to receive the finished goods from the outside world, and that the raw materials gained from the vast forest are easily obtained by the rest of the Known World.
Clerk/Forger
Gravedigger
Production (2 Parchment), Scribe (4)
Engineering, Income (5), Occupational Spells (pg 95), Production (1 Death Component), Slayer (Undead), Weapon Specialization (Tool), Woodworking (2)
Clerks are employed by many wealthier individuals, though some offer freelance services. They are skilled in the art of writing and record keeping. Clerks are never without a few sheets of quality parchment. Cook Butcher, Cooking (4)
Life is hard in the Mystwood, but a hearty meal can brighten anyone’s spirits. Cooks provide much needed nutrition, and warm food. They are in a prime position economically, as everyone needs to eat, and a well fed town is a stronger town. Courier Agility, Income (5), News & Rumors, Pathfinding, Scribe (2)
For most, alas, mobility from their villages and farms is difficult at best, and deadly at worst. The threat of raiders and beastmen keeps many behind shuttered window and palisade. What, then, of missives which must be sent from lord to vassal, or merchant to factor? Such is the role of the courier, whose quick feet and cunning eye allows them to move about Navarre and beyond quickly, and spread information on the strange places and halfheard news they encounter in their travels. Dancer/Juggler/Acrobat Agility, Entertainer, Livery (performance costume), News & Rumors, Weapon Specialization (Thrown Weapon)
Often dressed in colorful and unique attire, dancers, jugglers, and acrobats are popular among commoners. They perform a service desired by all- quality entertainment. They are often agile, and at times their performance skills will benefit them in a fight. Gentlefolk Bestow Favor, Income (10) and choose any 2 of the following: Bardic Voice (2), Cooking (2), Divine Lore, Research, Scavenge Arrows, Scribe (2), Serene Contemplation, or Sewing (2)
Gentlefolk (ladies in waiting, gentlemen of leisure and so on), are those who are well off enough to not have to work for a living, and so choose not to. Usually they are the children of knights, but not knights themselves, having chosen not to pursue the path of battle. Sometimes, they are those who have made a small fortune in the past, and are now taking advantage of that wealth. Some are pure charlatans, who use their bearing, glib conversation and clothing to make themselves welcome in the castles at feast halls of others.
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In a time where death can come at any moment, due to plague, famine, or violence, gravediggers have the solemn duty of burying those deceased. Due to their proximity to the dead, each gravedigger has their own unique methods of avoiding sickness or curse. Traditionally, a gravedigger wears dark colors, black in most cases, out of respect for the dead. Grave digging is a very lucrative profession ever since the plagues came to Navarre. Few dare to handle the bodies of the dead for fear of affliction, so those brave enough to dispose of them are well compensated. It is wise to look to non-player characters for employment, though players may also be willing to pay, especially the followers of the Wild. Herbalist Apothecary (4), Cure Affliction, Mage Lore, Woodwise
Herbalists are the chemists of these blighted ages and play an important role in healing those who are afflicted by ailments. They are often able to brew powerful potions, capable of doing a great many things, from healing a fallen soldier, to making someone fall in love.
Herdsman/Herdswoman
Novice Monk
Pathfinding, Production (3 Cloth, 8 Food), Wear Armor (1), Woodwise
Divine Lore, Livery (robe or habit), Research, Scribe (3), Serene Contemplation
The staple of all communities are the herdsmen and women. They provide fresh meat and cloth for their fellows by nurturing a hearty flock. The creatures herded by these individuals vary considerably- while most herd sheep, goats or pigs, others herd more unique animals.
Monks are among the wisest and most learned of Navarre. Somber and determined, they serve the Church and their neighbors. They tend to dress in dull tones and have an aptitude for book learning, a very rare thing in a society with few who can read well.
Hermit/Anchorite
Peddler
Apothecary (2), Cure Affliction, Divine Lore, Scribe (2)
Buy/Sell (50), Commerce, Income (10), News & Rumors, Pathfinding
There are many strange people who live in the woods, and little is known of why they seek solitude. Perhaps, within nature, they are able to hone their fine skills in brewing, or perhaps they seek the rarest elements, herbs and plants. In any case, a hermit can be a very valuable companion when coerced out of their solitude. They tend to have communion with the gods, and can cure diseases that barber surgeons seldom are aware of. Hunter Butcher, Income (5), Pathfinding, Production (2 Food), Scavenge Arrows, Weapon Specialization (Bow, Normal Crossbow), Wear Armor (1), Woodwise
In the thick woods it is hard to find a suitable place for farmland, and so, hunting is a primary form of food gathering. Hunters are hearty individuals who know how to take care of themselves. One never knows whether the hunt will lead to a more or less harmless deer, or a ferocious wild cat. Laborer/Mason/Ditchdigger Duty (Manual Labor, 2/day), Engineering, Income (5), Toughness, Weapon Use (Two Handed Axe or Two Handed Blunt), Weapon Use (Tool), Work Rhythm
For many people, daily life is one of toil and back breaking tedium. Nevertheless, fields must have drainage, roads must be leveled, walls built and repaired, and so on. These tasks can only be solved by application of manual labor, and it is the Laborer who performs such duties. Night Watch Duty (patrolling the road, 2/day), Duty (set up path lights, 1/day after nightfall), Income (10), Production (1 Fire Component), Wear Armor (2), Weapon Specialization (Hand Crossbow, Normal Crossbow)
The roads and paths are very dangerous at night. There are all manner of monsters that lurk in the shadows, as well as bandits that prey on the weak. Night Watch are not part of the Town Guard, but have similar duties. They are usually loyal to the local magistrate, who keeps them well employed. 56
Most merchants don’t begin with a store of their own, they need to build up connections and develop a reputation. To do this, they travel near and far, buying and selling what merchandise they can easily transport. Penitent Battle Rage, Blessed, Divine Lore, Livery (icons of faith), Weapon Specialization (Flail), Weapon Use (Flail)
Penitents are the fanatics of the Church, usually former sinners, but sometimes merely those who are willing to accept great pain on behalf of those who sin and do not recant. They are often travelers, spreading their faith. Some turn to self-flagellation, whereas others try to embrace higher degrees of reason in order to spread their faith. Others still are rather quiet and keep to themselves, completing their spiritual journey alone. Preacher/Lay Cleric Divine Lore, Divine Spells, Income (5), Religious Ceremony, Serene Contemplation, Wear Armor (3), Weapon Specialization (One Handed Blunt, Two Handed Blunt)
Messengers of the gods, these individuals are often leading members of communities. They are battle ready to serve their god, and are capable of harnessing powers that allow them to cast spells while wearing armor. They give fiery and thoughtful sermons, while reminding everyone of the true enemies: Chaos and Undeath. Ratcatcher Engineering, Livery (rats or rat symbols), Occupational Spells (pg 95), Poisoner (2), Set Trap, Slayer (Vermin)
In the realm of Navarre, rat catching is serious business. Not only do rats and similar vermin spread disease and devour vital food supplies, but when touched by Chaos they can grow to enormous size and devour livestock, pets and children. At times, great hordes of rats sweep across the land, overwhelming villages, leaving only well gnawed bones behind. The common folk hate and fear rats, and the ratcatcher is thus a figure of both admiration and dread.
Squire
Town Guard
Income (10), Wear Armor (4) and one of Armstraining (2) or Metalworking (2)
Duty (guarding the town, 3/day), Income (5), Livery (green and black Town Guard tabard), Warcaster, Weapon Specialization (Any one Weapon Type), Weapon Use (Large Shield), Wear Armor (3)
Squires come in all shapes and sizes, men and women, the young and the old. It is one of the best ways to begin the journey to knighthood. Tailor/Leatherworker Duty (mending and patching, 1/day), Medicine (1), Sewing (4)
Fine cloth is often in short supply in the darker parts of the kingdom, but many there are in need of leather working and animal hides are easy to find. Talents in stitching can sometimes aid in tending battle wounds as well. Tavern Keeper Cooking (2), Drinks on the House, Duty (minding the tavern, 1/day), Income (10), News & Rumors, Sell Drinks
In the year 930, some 35 years ago, a vile Chaos cult nearly brought down the barony of Wickshire by distributing tainted wine at a series of festivals. Many died as the vile spirits took effect. Since that time, brewing of any sort has been a closely guarded noble monopoly, carried out by licensed brewers. Taverns, however, need staff to sell such wares, and many a village exists only because it is in a convenient location to stop, spend the night, and have a drink. Tinker Buy/Sell (25), Commerce, News & Rumors, Tinkering
The tinker is a wanderer, repairing pots and sharpening knives, trading old clothes and scrap, and generally keeping poor villages which never see a true merchant alive. Much lore and myth has evolved about the tinker, and in many lands to harm one is extremely bad luck.
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The Town Guard is the only standing fighting force in the Mystwood. Usually numbering about 100-200 strong, the soldiers of the Guard are spread very thinly throughout the area of the Mystwood, patrolling trails, watching river fords, and guarding fortified way houses. There may be as few as five in the area of the Keep at many times, though they can summon a score or so to aid them given time. Woodsman/Woodswoman Duty (gathering firewood, 1/day), Weapon Specialization (One Handed Axe, Two Handed Axe), Wear Armor (1), Woodworking (4), Woodwise
Trees all around, yet wood is still scarce. All trees in Mystwood are the property of the Duke, and cannot be cut without a special writ. This makes the job of a woodswoman challenging at times. Nevertheless, good carpentry skills are essential to the survival of any outpost. The walls of a keep are always in need of repair.
ADVANCED OCCUPATIONS Absolver/Flagellant
Corporal of the Guard
Absolution, Battle Rage, Blessed, Divine Lore, Improved Battle Rage, Iron Will, Livery (icons of faith), Toughness, Weapon Specialization (Flail), Weapon Use (Flail) Requirements: Must have previously been a Friar, Knight Penitent, Lay Cleric, or Penitent for at least a year, and be accepted to a cult of flagellants. Must renounce all worldly possessions, save for clothing and a hand weapon.
Armstraining (2), Duty (guarding the town, 2/day), Income (10), Leadership (2, Town Guard), Livery (green and black Town Guard tabard), Warcaster, Weapon Specialization (Any one Weapon Type), Weapon Use (Large Shield), Wear Armor (4) Requirements: Must be appointed to the post.
The sins of the world are immense. Amongst the penitent, there are a few who seek to atone for all of humanity through their extreme devotion. These folk are the Absolvers. Often, priests and other holy folk come to them for advice on proper penance- though absolvers tend to err on the side of harsh stringency.
Dragon Slayer
Artist (Author/Gilder/Painter/Sculptor) Artistry, Income (10), Serene Contemplation one of Metalworking (4), Scribe (4), Sewing (4) or Woodworking (4) and one of Commerce, Divine Lore, Engineering, Mage Lore, or Woodwise Requirements: Patronage. Must be approved by the Staff, based on art created in game prior to taking the Artist occupation.
Artists- true artists- are able to move people to emotions with merely a brush stroke, carved line, or well-placed word. The artists of Mystwood create jewelry, tapestries, paintings, fine carvings, engravings, songs, books and the like in order to enrich the lives and coffers of the folk around them. Where guild crafters and master thespians do these things for their living, and to make a wage, Artists do things for the sheer joy of creation, to bring praise to the gods, or to celebrate the world. Beekeeper Apothecary (2), Income (10), Livery (beekeeping garb with mask), Occupational Spells (pg 95), Production (4 Food, 4 Life), Serene Contemplation, Swarm Magic, Wear Armor (1), Woodwise
Requirements: 200 Crown, or 150 crown and possession of a Queen Bee. Captain of the Guard Duty (reviewing the guard, 1/day), Income (15), Leadership (4, Town Guard), Livery (green and black Town Guard tabard), Patronage (1), Scribe (2), Warcaster, Weapon Specialization (Any one Weapon Type), Weapon Use (Large Shield), Wear Armor (5) Requirements: Must be appointed to the post.
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Battle Rage, Livery (Fantastical costume, hair and tattoos), Scavenging, Slayer (Beastman, Draconian, Goblin, Minotaur, and Troll), Wear Armor (3)
Requirements: Must slay at least 3 Draconians, Minotaurs, or Trolls. Market yourself well and you should be able to find employment with wealthier members of society. You may also be well suited for high paying pit fights or dangerous quests. Executioner Entertainer, Execution, Income (10), Livery (black hood), Occupational Spells (pg 95), Poisoner (4), Weapon Specialization (One Handed Axe, One Handed Sword, Two Handed Axe, Two Handed Sword) Requirements: Training (100 crown) A writ of appointment from a Baron or Duke.
Famulus Armstraining (2), Iron Will, Livery (your master's symbol), Mage Lore, Slayer (Daemons), Weapon Specialization (any one Weapon Type), Warcaster Requirements: Must be linked in a protracted ceremony to a character of great magical power, such as a character with Passion 7+, Wisdom 7+, or as approved by the Staff.
In Roman times, every sorcerer or summoner of repute had a famulus, a person bound to them as bodyguard and servant. As time passed, the role of the famulus has progressed, and now they are expected both to protect their magus, and correct their magical mistakes, if need be.
Fence/Pawnbroker
Gaoler
Bardic Voice (1), Buy/Sell (50), Commerce, Income (10), Poisoner (1), Research, Scribe (1), News & Rumors, Retainers (1) Requirements: Must be active in the Shadow Guild for at least a year, and spend 100 crown establishing a network of contacts and traders.
Duty (inspect prisoner and upkeep cells, 1/day), Income (10), Livery (Town Guard), Occupational Spells (pg 95), Set Trap, Weapon Specialization (One Handed Blunt, Two Handed Blunt), Wear Armor (3) Requirements: Must be appointed to the post by Captain of the Guard.
In Navarre the tradition of the pawnbroker is alive and well, especially in the larger cities further west. In the Mystwood, there is sometimes a need for goods to quietly disappear. The fence also discretely finds information for their patrons- the right rumor can make a fence's career very lucrative- or end it abruptly.
The jail keeper is not the most respected member of the Town Guard, but their role can be critical in the villages of the Mystwood. Most crimes do not require extensive jail time, so the gaoler might be called on to administer certain other punishments.
Forester/Ranger/Gamekeeper
Guild Wages, Livery (guild patch and visible tools of the trade). Retain Basic Occupations skills, plus add +2 Craft Points to any one Craft Skill you possess. Requirements: You must submit an example of your skill, or present a tract or presentation on it, which must be approved by the guild.
Pathfinding, Production (8 Wood), Scavenge Arrows, Weapon Specialization (One Handed Axe, Two Handed Axe), Wear Armor (2), Woodwise, Woodworking (3) Requirements: Must be given a writ by the Duke to protect an area of the Mystwood and oversee tree felling.
Freeholder Butcher, Patronage (1), Production (4 Cloth, 12 Food, 2 Wood), Weapon Use (Flail), Woodwise, Woodworking (2) Requirements: You must obtain a grant of land in or near the Mystwood, either by purchase, rent, or reward for deeds. Alternately, you may be a Herds(wo)man and spend 200 crown to expand your herd.
Friar Absolution, Divine Lore, Divine Spells, Grant Karma, News & Rumors, Pathfinding, Religious Ceremony Requirements: Must have been a Lay Cleric/Preacher in a previous Occupation. Must renounce wealth and live frugally.
A travelling, mendicant priest, often the only priest small villages ever see.
Guild Crafter
This Advanced Occupation can only be appended to a basic Occupation, though a person with an advanced Occupation may still be a Guild Member. Herald Armstraining (2), Bardic Voice (3), Income (10), Livery (Herald’s garb), Occupational Spells (pg 95), Scribe (3) Requirements: Training (100 crown) and you must pass the examination of the College of Heralds.
It is the College of Heralds that ratifies all new knights, and helps them work out a unique heraldic device- the symbolic colors and imagery which show all the world the Knight’s honor and virtue. The College of Heralds is also often called upon to mediate disputes between knights and lords, or to advise the gentry and nobility in matters of etiquette and protocol. Huscarl Armstraining (2), Leadership (2, your Jarl's retainers), Weapon Specialization (One Handed Axe and One Handed Sword), Wear Armor (3). Requirements: Must be personally selected to stand among the household guard of a Skandian or Burgundar Jarl.
Huscarls are not dissimilar to Navarran knights, however, where a Knight's Code is one of chivalry and protection of the realm, the huscarl's is service and devotion to their Jarl (lord) and his people. Huscarls are often chosen to protect valuable places and people for their masters. Jarls are not typically as wealthy as Navarran lords, and thus Huscarls have no real income, sometimes needing to resort to raids on the holdings of other jarls for their meat and mead. 59
Juror
Litigant
Bardic Voice (2), Research, Scribe (2), Serene Contemplation and any two of Commerce, Detect Health, Divine Lore, Engineering, Iron Will, Mage Lore, News & Rumors, or Woodwise Requirements: Must have been selected as a juror in a trial, successfully spoken on behalf of the accused and written a treatise on Navarran law, or Patronage.
Bardic Voice (2), Battle Rage, Duelist, Livery (red surcoat) Toughness, Unarmed Combat Requirements: You must accuse a person of a crime on behalf of another, and then win an ensuing Judicial Combat. Once this has occurred three times, you may invest 50 crown on training and equipment and take this profession.
Magistrates are often busy people. In the major cities of Navarre, the selection of jurors has devolved to an educated elite of folk, somewhat knowledgeable in the laws, or at least valued for their wisdom. These semiprofessional Jurors combine legal experience with detective work, sticking their noses in where they are not always wanted.
There are many occasions where a person has been wronged, but due to fear, inability to fight, or social standing, they are unable to make an accusation on their own. In Navarre there exists a profession of litigants, who, for pay, take up the role of accuser. Traditionally, litigants wear a red surcoat called the sendal, and are famed for being rough characters, their accusations and arguments more loud than learned.
Knight Errant
Magistrate
Income (10), Leadership (1, any non-Knight), Livery (Your heraldry), Wear Armor (6) Requirements: You must be Knighted.
Bardic Voice (2), Commerce, Duty (holding court, 1/day), Income (20), News & Rumors, Research, Retainers (3), Scribe (4)
Knight of the Realm Income (50), Leadership (4, anyone wearing your colors), Livery (Your heraldry), Patronage (3), Retainers (6), Wear Armor (8) Requirements: You must be a Knight Errant, Knight Paladin, Knight Penitent, or Knight Templar, or have previously possessed one of those Occupations. Further, you must be granted a fief of land by a noble or the Church.
Requirements: Must be elected to the post.
Most manors and villages rely on their lord for justice. When a lord is distant or too busy with other matters, they may allow a village to elect a magistrate from amongst themselves. Magistrates in Navarran law are largely free to enact their own edicts and enforce law as they see fit, subject to the Codes Civitas and Justinian. Magistrates who abuse their power, though, seldom last long.
Knight Paladin Absolution, Blessed, Divine Lore, Divine Spells, Grant Karma, Income (10), Livery (your heraldry), Religious Ceremony, Wear Armor (10) Requirements: You must be a Knight Errant, Knight Penitent, or Knight Templar, or have previously possessed one of those Occupations. Further, you must have completed a Paladin’s quest for each of the three gods, or an Ordained Priest who is Knighted.
Knight Penitent Blessed, Divine Lore, Divine Spells, Income (10), Livery (your heraldry), Wear Armor (8) Requirements: You must be currently or formerly a Knight Errant, who has been accepted into the service of one branch of the Church, and renounced worldly things.
Knight Templar Battlemage, Leadership (1, any non-Knight), Income (10), Livery (your heraldry), Mage Lore, Research, Scribe (4), Wear Armor (6) Requirements: Training (500 crown) and Acceptance into the Templar order.
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Master Crafter Guild Wages, Instruction, Livery (guild patch and visible tools of the trade), Masterwork, Retainer (1) Retain Basic Occupations skills, plus add +4 Craft Points to any one Craft Skill you possess. Requirements: You must have been a Guild Crafter and must complete a masterwork acclaimed by your peers. This Advanced Occupation can only be appended to a Basic Occupation, though any character may be considered a Master Crafter of the Guild if they have proven themselves.
Master Thespian
Physician
Bardic Voice (6), Entertainer, Income (10), News & Rumors, Research, Scribe (2) Requirements: Patronage, must have had the Entertainer skill in previous Occupation.
Apothecary (6), Cure Affliction, Livery (doctor’s robes), Medicine (2), Occupational Spells (pg 95), Research, Serene Contemplation Requirements: Patronage and 500 crown in training.
Merchant
Pikeman
Buy/Sell (100), Commerce, Income (20), News & Rumors, Patronage (1), Retainers (2) and choice of any one Craft (2) skill Requirements: You must spend 300 crown to set yourself up in business. If you maintain an in game “shop” or stall this is reduced by 50 crown, and if you are member of the Shadow Guild by another 50 crown.
Retain your Basic Occupation, plus Weapon Use (Polearm) OR Weapon Specialization (Polearm). Requirements: 20 crown, 5 Cloth Materials, and 5 Food Materials, representing the food and supplies needed to go to a Ducal army in the northwest and join up for your 40 days fighting in the levy.
Miller Income (20), News & Rumors, Production (8 Food), Production (Choose one: 4 Air, 4 Water, or 3 Life), Woodworking (4) Requirements: A grant of land and the necessary supplies to build a mill, or 300 crown to purchase land on which to build a mill.
In nearly every village of Navarre, there is a mill, whether it be a windmill, watermill, or turned by animals. Within this mill is the millstone. This nearly-magical device grinds the grain that makes the bread that feeds lord and peasant alike. The miller gets a share of this grain, which often suffices to keep their lives comfortable, and magical power, from the ever-turning ritual of the grinding gears. Miner Commerce, Engineering, Metalworking (2), Patronage (1), Production (8 Metal), Weapon Specialization (Tool), Wear Armor (3), Woodworking (2) Requirements: You must find a mine and spend 100 crown to develop it and obtain writs.
Ordained Priest Absolution, Divine Lore, Divine Spells, Grant Karma, Income (10), Religious Ceremony, Serene Contemplation, Weapon Specialization (One Handed Blunt, Two Handed Blunt), Wear Armor (4) Requirements: Must be ordained by the Church.
Philosopher Production (2 Parchment), Research x3, Scribe (6), Serene Contemplation Requirements: Patronage and 100 crown for books and education.
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If you cannot already use Polearms due to lacking a gift with Use of Arms or Occupation which possesses Weapon Use, you gain Weapon Use (Polearm). If you possess Weapon Use (Polearm) already, you may instead learn Weapon Specialization (Polearm). Pit Fighter/Judicial Champion Armstraining (2), Battle Rage, Duelist, Entertainer, Unarmed Combat, Wear Armor (3) Requirements: You must win at least 5 pit-fights (which are illegal) or 3 Judicial Combats and invest 50 crown in training and equipment.
Market yourself well, and you should be able to earn a decent bit of coin through your duels and pit-fights. Poacher Butcher, Pathfinding, Production (3 Cloth, 6 Food), Scavenge Arrows, Weapon Specialization (Bow, Normal Crossbow), Wear Armor (2), Woodwise Requirements: You must be accepted into the Shadow Guild.
Sergeant at Arms/Bodyguard Armstraining (4), Income (10), Leadership (3, all retainers and followers of your patron), Livery (patron’s colors), Wear Armor (4) Requirements: Patronage
Steward Buy/Sell (50), Cooking (6), Commerce, Leadership (3, all retainers and followers of your patron), Scribe (2) Requirements: Patronage
Tavern Master Buy/Sell (20), Cooking (2), Drinks on the House, Duty (minding the tavern, 2/day), Income (10), News & Rumors, Patronage, Retainers (1), Sell Drinks, Tavern Share Requirements: You must possess the Deed to a building suitable for the housing of a Tavern. In addition, you must have kept a tavern as the Tavern Keeper profession for at least 1 year, and possess a Writ of Hospitality.
Thane Armstraining (3), Bardic Voice (3), Battle Rage, Income (10), Leadership (4, your Jarl's retainers), Weapon Specialization (Any one Weapon), Wear Armor (6) Requirements: Must have previously possessed the Huscarl Occupation, and prove devotion to the Old Ways of the Jarls.
Thanes are those Huscarls whose lives are wholly devoted to ancient Skandian ways. They hold great power, and command respect in the society of the Norse of Burgundar. Theologian Bardic Voice (2), Divine Lore, Research x2, Scribe (4), Serene Contemplation Requirements: Must be ordained by the Church, and create a scholarly or philosophical tract on the nature of each of the three gods.
Theologians are those members of the Church who study the lives of the Saints and the natural world in order to find answers regarding the plans of the gods. Town Guard Auxiliary Retain your Basic Occupation’s skills, plus Income (+5) and Livery (green and black Town Guard tabard) Requirements: Must be accepted into the Town Guard.
This Advanced Occupation can only be appended to a Basic Occupation, though a person with an Advanced Occupation can still assist the Town Guard. Varlet Duty (fulfilling the requests of your master, 2/day), Income (5), “Leadership” (1, your master), Unarmed Combat and any one Craft skill (2) Requirements: 50 crown for the purchases of necessary uniform and training. Must be actively employed by another character, PC or NPC, and willing to serve them in various in-game tasks.
A varlet is a type of manservant whose primary task is to attend to their master's every whim, however foolish. Of course, varlet has come to be slang for a dishonest man, and many varlets have found their master's tongue getting them into the fistfights they are famous for. Witch Hunter Bardic Voice (2), Leadership (2, anyone under your command in battle), Mage Lore, Occupational Spells (pg 95), Research, Set Trap, Slayer (Undead), Wear Armor (4) Requirements: Writ from a lord to practice this occupation, 300 crown of training and equipment.
In a land of sorcerers, necromancers and vampires, Witch Hunters are well respected individuals indeed, and greatly sought after. 62
CHAPTER SEVEN SKILLS Different Occupations possess certain skills, presenting roles in the community. These help to round out your character, and also (usually) give you a way to contribute to the overall strength of the Mystwood outpost. Skills can be divided into two categories, Ordinary Skills and Craft Skills. Ordinary skills often give you some ability that is useful in battle or adventure, such as extra benefits with certain types of weapons, or the ability to wear armor. Craft skills allow you to make or improve items useful to yourself or other players. Characters receive certain skills with their Occupation, but may purchase more separately. There is no maximum number of skills a character can have. However, like Gifts, Skills become progressively more expensive. Skills purchased can be explained as being gained in any way the purchasing character likes- learned from a book, taught over time by an NPC (or PC, if that fellow player is amenable), instilled by some kind of self-training, or the like. You may be able to find teachers of the skills you would like to learn. If they agree to be your teacher, you may roleplay with them to earn Skill Tokens that will function as Moonstones for the purpose of learning the skill you are being taught. The first Skill you buy costs the listed amount. Each additional skill beyond the first costs a progressive 1 Moonstone more. Only skills marked with a value may be purchased this way. There are some skills that are reserved to their respective occupations, and these are marked [Unavailable]. Over time, additional skills may be introduced into the game through books or teachers. Example of Skill Purchase Skill #1 Butcher Skill #2 Scavenging Skill #3 Livery Skill #4 Divine Spells Skill #5 Pathfinding
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Type Major Minor Standard Major Standard
Cost 15 Moonstones 6 Moonstones (5+1 progressive) 12 Moonstones (10 +2 progressive) 18 Moonstones (15 +3 progressive) 14 Moonstones (10 +4 progressive)
ORDINARY SKILLS A few skills have prerequisites. If you have purchased a skill, and for any reason you no longer meet the expected prerequisites on a permanent basis (such as losing an Advantage or changing Occupation), you may re-spend the Moonstones on another skill of the same cost. Absolution [Major, 15 MS, Once] You may offer Absolution to those of your faith, if you deem they have performed a true penance. See the rules for Religion. Abundant Mana [Minor, 5 MS, Multiple] If you have the Gift of Wisdom, you may permanently reduce your Resist Magic per Renew amount by 1, to add 1 to your maximum Mana. Agility [Standard, 10 MS, Once] You have unusual flexibility, and are full of surprising maneuvers and flourishes. You may only use this skill when unarmored. You may call “Disengage” once per Renew. In addition, a number of times per Renew, you may “Resist” a Damage call from any single arrow, crossbow bolt, spell packet, or thrown weapon (basically anything that moves through the air). The number of Resists depends on your weaponry: 3 Resists: Armed only with a dagger, other hand free. 2 Resists: Not using a shield, not using a two handed weapon. 1 Resists: Using a two handed weapon, a shield, or otherwise “encumbered” at your discretion. Apothecary (X) [Major, 15 MS, Once] You possess the Apothecary Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 71 for a more detailed description of Apothecary. Apprenticeship [Unavailable] You are skilled at assisting others and at learning trades. Once per Day, you may help another with a Craft Skill. While doing so, you may call “Bestow 2 Craft Points”. Once per Event, you may ask a person with a Craft Skill to set you a challenge or task. If you complete it, you may request a Moonstone from a Seneschal or the Staff. Armor Repair [Minor, 5 MS, Once] You must belong to the Blacksmith, Tailor/Leatherworker, or Tinker Occupation to use this skill. Once per Renew, you may spend a 30 count of roleplay refitting and repairing an armor piece on a conscious character to call "Heal 2". Armored In Faith [Minor, 5 MS, Once] If you currently possess at least 3 Karma, you gain 1 Armor Point. This doesnot stack with any other armor. Armstraining (X) [Major, 15 MS, Once] You possess the Armstraining Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 72 for a more detailed description of Armstraining.
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Artistry [Unavailable] True artists can imbue their crafts with almost supernatural beauty. A character with Artistry may spend Craft Points from any Craft Skill they possess to embellish their created items with exceptional traits, as follows: 1 CP may be spent to imbue an item with an Air, Earth, Fire, or Water Component. 1 CP may be spent to attach a tag which reads: ‘Forsooth, upon your first time reading this tag and looking at this item, ‘Compel to stand in awe for a thirty count by Will’ as you are overcome by emotion.’ 2 CP may be spent to add a Life or Death component. 2 CP may be spent for a tag reading: ‘Forsooth, upon your first time reading this tag and looking at this item: ‘Torment by Will’ as you are overcome by emotion.’ 3 CP may be spent for a Karma or a Chaos component. 4 CP may be spent for a Time component. Once the item is created, any Components attached may be removed from the item and used by characters with the appropriate skills, as normal. Bardic Voice (X) [Major, 15 MS, Once] You possess the Bardic Voice Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 73 for a more detailed description of Bardic Voice. Battle Rage [Unavailable] Once per Day, you may spend a 60 count whipping yourself into a state where you are beyond pain and fear. Battle Rage lasts for 5 minutes. During this time you may call “Resist” against any one effect. In addition, you add 3 Hit Points to your maximum. Battlemage [Major, 15 MS, Once] To purchase this skill, you must first have the Warcaster skill. You may cast spells while wearing any amount of physical armor, up to your normal Wear Armor maximum. Begging [Unavailable] Many are the unwashed beggars who plague the towns and villages of Navarre. Some few are beggars blessed and able to thank their benefactors in mysterious and supernatural ways. A character who has Begging may, when given a donation, allow their benefactor to draw from a marble bag containing 3 white, 1 red, and 2 black marbles. The draw of a black marble has no additional effect. The draw of a white marble results in an immediate "Heal 1" effect for the benefactor. Most valuable is the draw of a red marble, which results in the "Bestow 1 Karma" effect for the benefactor. A character may draw from a Begging bag no more than once per Day.
Beloved of the Forest [Standard, 10 MS, Once] You must possess the Forest Ally and Treewalk advantages and the Wild Heart disadvantage to use this skill. Once per Day, you may kneel or lay down upon the ground or against a tree for a 60 count to call "Heal to Self”. Bestow Favor [Unavailable] Twice per Day, you may give someone a token, such as a scarf or glove, before a battle or adventure. You may tnen call “Bestow one Resist any Effect”.
Cooking (X) [Major, 15 MS, Once] You possess the Cooking Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 74 for a more detailed description of Cooking.
Cosmopolitan Connections [Standard, 10 MS, Once] At check in, you may randomly roll on the following chart of goods, which represents a trip to Trieste or Tweaksbury between events. There, you either lucked into some wealth, or Blessed [Standard, 10 MS, Once] tried your hand at thievery. You may use one Karma per Event, though you do not receive 2 Savagely beaten by street hooligans! -1 Maximum Hit Points a tag for it and cannot save it for the future. See the Religion for the next Day. section. 3 One unit of Air or Earth (roll a die, 1-3 Air, 4-6 Earth) 4 One Tool of character's choice (Cloth, Metal, or Wood) Blood of Skandia [Standard, 10 MS, Once] 5 1-2 units of Metal Once per Event, you may call "Resist" to one effect which was 6 1-2 units of Wood delivered "by Air" or "by Water”. Especially common for 7 1-2 units of Food characters from Burgundar or Fenwyck. 8 1-2 units of Cloth 9 1-2 units of Parchment Brawler [Standard, 10 MS, Once] 10 1d6 Crown You must possess the Unarmed Combat skill to use this skill. 11 One unit of Fire or Water (roll a die, 1-3 Fire, 4-6 Water) You gain the ability to use two 30" Claws. These represent your 12 One item with Merchant Buy cost under 8 crown (player's fists or kicks. See pg 21 for more information. choice), or one Chaos, Death or Life component For units of Material (5-9), make a second roll of one die. On a Butcher [Major, 15 MS, Once] 1-4, one unit is obtained. On a 5 or 6, two units are obtained. You receive 6 Butcher Tags per Event. Each time you roleplay butchering an Animal (Must be unintelligent, not using Cure Affliction [Major, 15 MS, Once] weapons, speaking, etc.), you can activate one tag, as either one You have sufficient basic medical knowledge to attempt to cure unit of Food or one unit of Cloth (hide). Only one person can afflictions- various curses, diseases, infections, taints, etc. The butcher any given animal. known cures can be found within the Library. You should roleplay the cure, expend any ingredients required, and then Buy/Sell (X) [Minor, 5 MS, Multiple] state the name of the cure. As the person afflicted cannot tell Even in peaceful times, Mystwood is a remote area, with few you the name of their affliction, there is a bit of guesswork opportunities for commerce. Only the hardiest of peddlers and involved here. Fortunately, given the medical texts available, merchants will brave the treacherous roads through the forest. virtually any affliction is curable… eventually. Even those who do come to the Mystwood will not be successful without a good knowledge of when and where goods Detect Health [Minor, 5 GB, Once] are likely to be available, what reasonable prices are, and where Once per Renew, by sizing an opponent up for a few moments, buyers can be found with actual coin to spend. you may call the “Detect Health” effect. The Buy/Sell skill represents this knowledge. You may use this skill once per Event, at a time of your choosing. Bring a list of Divine Lore [Minor, 5 MS, Once] items you want to buy or sell and the coin to do so to a Grey You know much of the lore of the gods, and of your own in Wanderer, or go to the Staff operations building. This particular. You may read Flags marked Divine Lore. If they are represents interaction with an off-board NPC merchant. marked with the name of a god, however, you may read them See pg only if it is the god you have chosen to worship. If purchased with Moonstones, each purchase grants Buy/Sell (10). Divine Spells [Major, 15 MS, Once] Each faith has a body of lore that allows them to cast spells. Commerce [Minor, 5 MS, Once] You may not use these skills without possessing the Gift of You know how much things are worth, and can read Flags Wisdom, however, Divine Spells may be cast while wearing marked “Commerce” which may reveal the value of various armor. Divine Spells may be found on pg 94. items, and perhaps a little about their history or origin. Drinks on the House [Unavailable] Once per Event, you may offer free drinks to up to 6 people. Theywill gain the “Renew” effect as normal.
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Duelist [Major, 15 MS, Once] Once per Day, when you enter into a formal, single combat against a worthy foe (no use challenging rats), you “Renew” your abilities. However, you must have formally accepted your challenge, you must fight fairly, and you must fight to the death.
Hagsblood [Standard, 10 MS, Once] You must possess both the Evil Eye and Witchblood advantages to use this skill. Once per Day, you may call "Charm by Gesture" after locking eyes with another character for at least a 10 count.
Duty [Standard, 10 MS, Once] Some professions are humbler than others, and have tasks to perform that although necessary, may not be glamorous. However, when you fulfill a “shift” (15 to 30 minutes) of your Duty, you “Renew” your abilities. This skill is useable a limited number of times per Day, as noted in the Occupation. If purchased with Moonstone, you may perform the Duty once per day, and the Duty’s description must be approved by Staff.
Improved Battle Rage [Major, 15 MS, Once] You must possess the Battle Rage skill to use this skill. When in a rage, you are even more of a terror. You may "Resist" any two effects, instead of one, and gain 4 Hit Points instead of 3. Improved Bestow Favor [Standard, 10 MS, Once] You must possess the Bestow Favor skill to use this skill. When you provide a token, it provides both "Bestow one Resist any Effect”, and “Bestow one Heal 3 to Self”.
Energy Conservation [Major, 15 MS, Once] If you have the Gift of Passion, you may permanently reduce Improved Duelist [Major, 15 MS, Once] your Bursts per Renew by 2, to increase your Storms per Renew You must possess the Duelist skill to use this skill. When by 1. entering into a formal duel, not only do you "Renew" your abilities, you gain a single additional Special Attack to use Engineering [Minor, 5 MS, Once] during the duel. You understand the construction of buildings and structures, and can read Engineering flags. This may reveal hidden Improved Scavenging [Standard, 10 MS, Once] compartments, unstable walls, secret doors, and so on. You must possess the Scavenging skill to use this skill. You gain 3 additional Salvage tags per Event. Entertainer [Major, 15 MS, Once] Jugglers, dancers, minstrels, thespians, even puppeteers, these Income (X) [Minor, 5 MS, Multiple] are the superstars of the Known world. Their performances are You receive the indicated number of crown per Event. If often the high points of folk’s existence, especially in times of purchased with Moonstones, each purchase grants of income of trouble. Once per Day, you may give a performance lasting at 5 (or +5) crown per Event. least 15 minutes. At the end of it you may call “By my Voice, Renew”. You also gain “Bestow Six Renews”. You may use this Instruction [Standard, 10 MS, Once] to renew up to six different people who were present at your Everyone has certain skills they possess, but few are capable of performance at a later time, even in combat. teaching those skills to another. A character with Instruction, however, is a skilled teacher. At check in, you receive three Skill Execution [Major, 15 MS, Once] Tokens- limited Moonstones that function only for the You gain the ability to swing one “Death” strike against any purposes of a specific skill. You may use these Skill Tokens to person you meet who has been legally sentenced to death and is instruct others in the skills you possess, with the following unarmed. You may also perform certain other punishments, rules. such as Branding. * It takes 30 minutes of training to grant 1 Skill Token to another, and each lesson should cost at least 5 crown in coin or Fortune Telling [Standard, 10 MS, Once] barter. The teaching time may be split up over the course of an Three times per Day, you may tell another's fortune using cards, event. runes, etc. They must first cross your palm with silver, of * A 5 MS skill may be trained up to 1 Skill Token per Event. course. This takes about 5-10 minutes, at the end of which you * A 10 MS skill may be trained up to 2 Skill Tokens per Event. may “Renew” them. However, you must have certain cards, * A 15 MS skill may be trained up to 3 Skill Tokens per Event. runes or the like that signifies very bad fortune. If that * Unavailable skills may not be taught with Instruction. card/rune/etc. is drawn, you may not Renew them, and must Skill Tokens obtained from Instruction may be supplemented instead say “I curse you to take double damage from all attacks with Moonstones for the actual purchase of the skill, subject to in your next battle”. The odds of drawing the “bad” effect the normal rule that only one Skill may be purchased per Event. should be about one in ten. Iron Will [Standard, 10 MS, Once] Grant Karma [Major, 15 MS, Once] Once per Event, you may call "Resist" to an effect which was You may, after private conference, award Karma to those of delivered "by Will”. Especially common for characters from your faith. The rules for doing so are in the Religion section. Burgundar or Dragonshire. Guild Wages [Unavailable] Your skill in crafts demands a higher rate of pay. When utilizing the “General Income” crafting ability, you may obtain 2 crown for 1 CP, rather than merely 1 crown.
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Joy of Life [Major, 15 MS, Once] You must possess the Gift of Empathy. Once per Day, if "With Malice Toward None" is active for you, you may spend a single use of "Heal 5" to call "By my Voice, Heal One”.
Leadership (X) [Major, 15 MS, Once] You gain the ability to call “Heal 2 to ___ by Gesture”, X number of times per Renew. Note that the Occupation description specifies who this applies to- others cannot voluntarily place themselves in your service to take advantage of this skill. You can do this by offering a few words of encouragement, threatening consequences, and so on, but you cannot use it when suffering from the “Silence” effect, or when the person you wish to heal is unconscious. If purchased with Moonstones, the purchase provides Leadership (2). These followers must be linked to you in one of three ways: Those whom you employ, those who follow your Faith, or any other connection which is approved by the Staff. Livery [Standard, 10 MS, Once] While wearing a certain type of costume, or the colors and heraldry of your sponsor, you gain 1 extra Hit Point. If you purchase Livery with Moonstones, it must strongly represent your occupation, and be approved by the Staff. Mage Lore [Minor, 5 MS, Once] You are aware of spirit essences, invisible runes, ghostly presences, magical taints, etc. You may read Mage Lore Flags at will. Master Butcher [Standard, 10 MS, Once] You must possess the Butcher skill to use this skill. You gain 3 more Butcher Tags per Event. Master Teacher [Major, 15 MS, Multiple] You must possess the Instruction skill in order to use this skill. You gain 3 more Skill Tokens to teach to others per Event. Masterwork [Unavailable] A master crafter involved in the Guild may further their field and expand their craft. Once per year, if you are signatory to a Craft Kit, you may design an item with abilities and costs, draw up plans, and submit it to the local Magistrate, who will provide it to the Staff. If approved, you will receive an in game patent for the item, which will be added to the game's Library as an item which can be produced. If not approved, you may submit a new item. Staff may choose to edit the properties of the item. For the first year, only the Master Crafter who created the item may make it, after which, any crafter in the region (chapter) may produce the item if they are familiar with its template. The item may be added to crafting charts across chapters, at Mystwood discretion. Medicine (X) [Unavailable] You may redraw Battle Surgery draws X times per Renew. Metalworking (X) [Major, 15 MS, Once] You possess the Metalworking Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 75for a more detailed description of Metalworking.
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News & Rumors [Minor, 5 MS, Once] You receive a general write up of what is going on in Eastmarch at the start of each event, with a few extra rumors thrown in that may or may not be true. Occupational Spells [Unavailable] Some Occupations have spells which aid them in their work, a mix of hedge magic and true Sorcery. You may only use these spells if you have the Gift of Wisdom. See page 95 for more information on Occupational Spells. Old Blood [Minor, 5 MS, Once] Especially common for characters from Pelancia. Once per Day, you may call "Detect Fae". Pathfinding [Standard, 10 MS, Once] You can find your way to distant locations within the forest, navigating the many treacherous paths of the Mystwood. This is a “plot skill”- it does nothing during events, but if you submit a Post Event Letter within two weeks of the event, you may indicate 3 locations, in order of preference, that you would like to find your way to. Examples could be “The ruins we visited where we found the six eyed hag”, “The goblin encampment I’ve heard rumors about”, “Any stone monolith”. You can also choose to search for certain monsters or persons- “A medusa” or “The bandit Chief Bolo the Red”. The success of your search is up to the Staff and depends on available time, how much information you have to guide your search, and how reasonable your goal is. In some cases you may gain some information but not actually locate anything. If you are successful, a Grey Wanderer will seek you out when it is time to journey to the adventure in question AT THE NEXT EVENT YOU ARE PREREGISTERED FOR. This is very important- unless you sign up for an event, no adventure will be planned. Patronage (X) [Unavailable] Once per year, you may sponsor (X) people into Advanced Occupations which require Patronage, such as Philosopher or Physician. This represents you using your influence and wealth to enable them to pursue their studies, rather than having to work for their survival. Poisoner (X) [Major, 15 MS, Once] You possess the Poisoner Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 76 for a more detailed description of Poisoner. Precision [Standard, 10 MS, Once] To use this skill you must possess the Gift of Prowess. You may add "Damage 3" to the list of Special Attacks you are capable of performing with any melee weapon. Production X (Type) [Unavailable] You are able to gather, harvest or otherwise obtain Components or Materials of the indicated type between events (for example “5 Metal”). Your production will be provided to you at check in. You may need to advise the Staff at that time.
Religious Ceremony [Major, 15 MS, Once] Once per Day, you may organize a religious ceremony. After this ceremony, lasting 10 to 15 minutes, you may call “By my Voice, Heal and Renew to Follower of ___”, where ___ is your shared deity. Those pledged to other gods may not attend the ceremony. Unless permission is granted by an NPC, this may not be used during a battle or adventure. Research [Unavailable] The plot skill Research is used between events, primarily to gain helpful information and clues about Chronicles. Research may also be used for information on magic items, monster abilities, affliction cures and crafting formulas. It cannot be used to improve the use of Gifts, or to create unique skills, occupations, or abilities. To use Research, you must submit a Post Event Letter, where you may list a question or topic you are interested in, and optionally up to three books or scrolls where you plan to look for information. At the next event you Preregister for, you will obtain a research scroll with your results. A research scroll is an in game, registered item that can be lost, stolen, changed, or simply revoked if it turns out that it causes problems to game balance. Players are encouraged to place their research scrolls into a library or similar repository, but are not required to.
Scribe (X) [Major, 15 MS, Once] You possess the Scribe Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 77 for a more detailed description of Scribe. Sell Drinks [Unavailable] You may sell licensed ‘booze’ (usually actually soda, iced tea, etc.) of various sorts at the Tavern. These drinks have various effects, which you pronounce on the person buying them (usually “Renew”, but others are possible). Drinks may not be sold during battles. The game money paid for drinks must be returned to the NPC building, as all brewing is the exclusive privilege of the nobility in Mystwood. Serene Contemplation [Minor, 5 MS, Once] You must possess the Gift of Wisdom to use this skill. You may reduce the Mana cost of some spells, as long as you have not physically attacked someone with a weapon during the current day. Damage from spells and summoning is allowed. Any spell which costs more than 2 Mana costs 1 less. For example, 4 Mana spells cost 3, while 3 Mana spells cost 2, etc. Set Trap [Standard, 10 MS, Once] You can arm and re-arm traps, or move them and set them in new locations.
Retainers (X) [Minor, 5 MS, Multiple] A number (X) of loyal servants and retainers may wear your colors or symbol, gaining the “Livery” skill. If they already had Sewing (X) [Major, 15 MS, Once] the skill from their occupation this does not add any benefit. If You possess the Sewing Craft Skill, and have a certain number purchased with Moonstones, each purchase provides 1 retainer. of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased Scavenge Arrows [Standard, 10 MS, Once] with Moonstones. See pg 78 for a more detailed description of Allows you to shoot 5 arrows (packets) using a bow per Renew, Sewing. even if you do not have an Arrows tag. Slayer (Type) [Unavailable] Scavenging [Minor, 5 MS, Once] You gain the ability to call one “Special Attack” against each You are not afraid to loot the dead for items others would not creature of the indicated type you encounter. When you have a wish to touch. Each event, you will receive 6 “Salvage” tags at creature in sight, but are not sure if it is actually of the proper check in. Under certain certain circumstances you may activate sort, you may call “Detect (Type)”. You may not shout this, and them, turning them into useful ingredients. can use this ability only to confirm that the monster is of the * You may activate one tag as Cloth, Food, or Metal Material kind you slay, not to find hidden creatures. This skill may be when you loot at least 3 humanoid (not animals, spirits, undead, used even without possessing a Gift which provides Special etc.) bodies. Attacks. * You may activate one Metal Material tag whenever you loot an armored person. Stench of the Enemy [Minor, 5 MS, Once] * You may activate one Cloth whenever you loot a person who You must possess the Eternal Foe disadvantage to use this skill. is, in your opinion, well dressed. Once per Day, you may call "Detect Daemon" or "Detect * You may activate one tag of any type (Cloth, Food, Metal or Undead", depending on your Eternal Foe. Wood) when you pick through any kind of home, shop, or lair, as long as it contains at least few props such as furniture, pots Stretcher Bearer [Minor, 5 MS, Once] and pans, etc. You cannot do this to locations in the town, as You may call the “Animate” effect as often as desired. This the stolen items would be missed. typically represents dragging the wounded off the field of battle. Once you have activated a tag, you should check off the Material type, and stow the tag in a sack with various scraps and oddments. You shouldn’t scavenge from someone who has already been picked over by another.
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Swarm Magic [Unavailable] Through long practice communing with the hive, you are able to remove and suspend some of your bees in ensorcelled pouches, called "Beekeeper's Bags". To create one requires 1 Cloth Material, and 1 Air, 1 Earth, and 1 Life Components. Once created, the item holds 10 "1 Damage" packets, representing the stings of your beloved bees. Tarot Mortis Punchinello [Standard, 10 MS, Once] You must possess the Gift of Dexterity. You may add a card representing Harlequin’s rival Punchinello to your deck. It is represented by a Clubs card, and if drawn, results in “Maim all Limbs”. Tavern Share [Unavailable] At the end of an event, you gain 5% (1 in 20 crown) of the crown accumulated from the sale of drinks and other items at the tavern, or 5 crown, whichever is higher. If you are not present for cleanup during an event, you gain the 5 crown regardless at next check in. Thousand Yard Stare [Minor, 5 MS, Once] You must possess the Gift of Courage. You may add 1 to the number of times you may use Resist Will per Day. Tinkering [Unavailable] You gain 2 Craft Points per Day, which may be used to make items from the Apothecary, Metalworking, Sewing, and Woodworking Craft Skills, with the following limitations: * You may only make items which cost 0 or 1 CP. * Items which cost 0 CP for crafters with the appropriate Craft Skill cost 1 CP for characters with Tinkering. * Tinkering is not a "Craft Skill", and you cannot gain more Craft Points for it using other abilities which improve "Craft Skills", most notably Craft Kits. Toughness [Major, 15 MS, Once] You add 1 to your maximum Hit Points. This is cumulative with any additional Hit Points from the Gifts of Courage or Prowess. True Grit [Standard, 10 MS, Once] You must possess the Gift of Courage. You may add 1 to the number of times you may use Battle Endurance per Renew. Unarmed Combat [Standard, 10 MS, Once] Once per Renew, you may throw a packet at an opponent within melee reach and call “Subdue”. You may also call “Disengage” once per Renew. Use Two Weapons [Major, 15 MS, Once] You may use a weapon of up to 42” in length in each hand. Note that the Gift of Dexterity also provides this skill. Wages of Sin [Minor, 5 MS, Once] You must possess at least one Chaos Mark. At check in, you may gain 1 Warpstone.
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Warcaster [Standard, 10 MS, Once] You may wear 1 Armor Point while casting spells. You must possess Wear Armor (1) or better to benefit from this skill. Weapon Specialization (Type) [Standard, 10 MS, Multiple] You gain one additional Special Attack per Renew with the indicated weapon type. You must have a Gift which provides Special Attacks to make use of this. You may purchase this with Moonstones multiple times, each time obtaining Specialization with a single weapon type from the table on pg 20. Weapon Use (Type) [Standard, 10 MS, Multiple] You are able to use weapons of the indicated type, even if you do not have the Gifts normally required to do so, or it is a restricted weapon type. Each purchase provides a new type of weapon from the list below: Bow Large Shield Flail Polearm Hand Crossbow Single Throwing Weapon Javelin Staff Other Weapon Types must be learned from Gifts or Occupations. Wear Armor (X) [Minor, 5 MS, Multiple] Allows you to wear X Armor Points, which add to your Hit Points. In order to gain these points, you must actually be wearing enough realistic looking armor to warrant it- see the Armor section on pg 18. Purchasing this skill with Moonstones provides the ability to wear 1 Armor Point for each purchase, which stacks with your Occupation. A character with an Occupation which cannot wear armor would thus get Wear Armor (1), while a Town Guard would have a total of Wear Armor (4). Woodwise [Minor, 5 MS, Once] You may read Flags marked Woodwise, which represents your ability to commune with nature, and see things others may miss. Woodworking (X) [Major, 15 MS, Once] You possess the Woodworking Craft Skill, and have a certain number of Craft Points per Day. If purchased with Moonstones, this provides 2 Craft Points. Only one Craft Skill may be purchased with Moonstones. See pg 79 for a more detailed description of Woodworking. Work Rhythm [Unavailable] You are used to long days of labor with oar, shovel, hammer, or pick, and have thus developed your own rhythms for working. This affords you a benefit in combat. When armed with a weapon of the following types, every third strike which successfully hits a weapon, shield, or your opponent may be called as "2 Crushing". If any of your strikes miss, you must start the three strikes over. Allowable types are One Handed Axe, Two Handed Axe, One Handed Blunt, Two Handed Blunt, Flail, or Tool.
Crafting Skills All Craft Skills use “Craft Points” to determine how often you can use your abilities. So for example “Metalworking (4)” means that you have 4 Craft Points to use each day. The Mystwood day begins and ends at 6 PM. Any Craft Points from the “Sunday” day, which remain unspent, may be spent between games, provided you have the proper Materials. This between games use must be noted in your Post Event Letter (see pg 91). If you did not play the “Sunday” day, you may spend any leftover “Saturday” Craft Points instead. While characters do not have very many Craft Points, you can create craft kits that will give you extra Craft Points. In addition, two crafters may work together, contributing Craft Points equally, on more complicated projects. Craft Skills require that you do your best to actually practice the craft in question, within the limits of safety and practicality. At the very least, you should read up on how the craft was practiced in the Middle Ages, and engage in appropriate roleplaying. Whenever practical, actual practice of the craft is strongly encouraged. You will only be able to advance to higher levels of skill by developing your real life abilities in that craft. How long it takes to use craft abilities is up to you, but in most cases 5 minutes per Craft Point is reasonable.
Game Items Immediate effects are abilities you may use at any time, with the appropriate Craft Points and Materials. An example of an Immediate effect would be a smith’s ability to sharpen a weapon. Enhancements are one use, but will last indefinitely until used. You must write the effect on a Material tag (or use a tag made specifically for the Enhancement), and must do actual crafting in order to activate it. You then give the tag to the person whose gear you have enhanced. The enhancement is applied to a person’s gear- they must have the type of item in question, and must be wearing/using it when they use the enhancement. So using a “Reinforced Breastplate” requires you to be wearing a breastplate, of course! An item may only have one Enhancement on it at a time. Enhancements are game items, and can be stolen. The new owner must then apply them to their props, or store them in a box if they do not have an appropriate piece of gear. Tools have no game effect, but are useful in making crafting kits and when collaborating between crafters. They can represent permanent tools, like hammers, or refined supplies like nails. A Craft Kit is a collection of basic tools needed for a particular craft, and grants extra Craft Points to up to 3 crafters. In Mystwood, the physical workshop spaces are usually shared between crafters, but individuals and small groups maintain their own personal tools. Each craft kit should be represented by a few tools, either real or theatre props, perhaps in a small chest. Each kit has an owner identified in the certificate of ownership. You can’t get away with using someone else’s tools without their permission, since it’s a small town and if somebody is running around with your hammer, you’ll know. The owner can permit up to 3 people per Event to use the Craft Kit and be considered “signatory” to the craft kit, usually themself and two others. Craft kits can be stolen, usually by rats or pillaging marauders, or destroyed. This is represented by taking the certificate of ownership. Some skills allow you to award Moonstones to others in recognition of their deeds. This is a solemn responsibility, and misusing it (for example awarding them to your friends when their actions don’t warrant it, awarding them to others with the understanding that they will do the same for you, etc.) is a serious breach of the spirit of the game.
Components and Materials Most crafting abilities require you to obtain Materials and Components in various amounts. See Chapter 2, page 26. As a reminder, the basic Materials are Cloth, Food, Metal, Parchment, and Wood, while the Components are Air, Earth, Fire, Water, Chaos, Death, Life, and Time.
General Income Any character may choose to trade one, some, or all of their Craft Points in for 1 crown per Craft Point. This may be done at check in, or in a Post Event Letter. This represents finding general occupational duties which aren’t well represented by in-game items. A character with Bardic Voice might have performed a speech between events, for example, or a character with Metalworking might have kept busy with knife-sharpening and pot mending. Characters with Guild Income instead receive 2 crown per Craft Point. 70
Apothecary Those characters with the Apothecary skill are viewed with both hope and dread. Apart from the intervention of the Saints, they are often the only possibility of relief from many horrid afflictions. However, their cures are often draconian, and the line between medicine and quackery, healing and harm, is very slim in the Known World... Apothecaries make most of their potions from herb and simple animal products. They do often use magical components, but their Art should not be confused with Alchemy, which is a form of Magic available to those with the Gifts of Passion or Wisdom. Item Administer Anesthesia
CP Components 2 None
Apothecary’s Workshop 4
Type Special
Aqua Regia (Acid Bomb) 3
3 Water, 3 Death, 3 Life, 2 Cloth Craft Kit Tools, 2 Metal Tools, 2 Wood Tools 1 Water, 1 Death Enhancement
Blade Poison
1
1 Death
Enhancement
Caustic Tar Contact Poison
2 3
1 Fire 1 Death
Enhancement Enhancement
Herbal Poultice Ingested Poison
1 1
1 Life, 1 Cloth Tool 1 Death
Enhancement Special
Medical Kit
1
Enhancement
Potent Sweets Purging Set the Bone Smelling Salts
0 1 1 1
1 Life, 1 Cloth Tool, 1 Metal Tool 1 Time 1 Water None None
71
Enhancement Immediate Immediate Immediate
Effect By administering soothing drugs, you can allow a redraw of a failed Battle Surgery attempt. Can only be done once per surgery attempt. +2 Apothecary (or Poisoner) Craft Points per Day for up to 3 characters. “The noble water”, actually a powerful acid. “3 Water to Room” packet. One use. “Bestow Doom by Poison” attack. If attack misses, the poison is wasted. “Bestow Subdue by Poison” attack. Three uses. Allows you to put contact poison on one small object (not a weapon). The object cannot be thrown or used offensively. “Purge Poison”. One use. Allows you to poison food or drink by placing a Poison tag near it. Medicine, implements, etc. 6 uses of “Heal 3” after a 60 count of roleplay. Three candies for “Bestow 1 Mana”. One use each. “Purge Poison”. One use. “Purge Maim”. One use. “Purge Knockout”. One use.
Armstraining Mystwood exists in a near constant state of warfare, beset by marauders, brigands, and monsters of every kind. Not only the Town Guard and local Knights, but every able bodied person must be prepared to fight at a moment’s notice. Hence, many folk train every day, and those who can teach the martial arts are greatly valued. All of the below crafts, other than Disarming Maneuver, require appropriate roleplay- generally at least five minutes of training. Action Basic Drill
CP Type 2 Immediate
Deflection Training Disarming Maneuver Gear Up
1 2 1
Immediate Immediate Special
Quintain Training
0
Immediate
Shrewd Cuts Spear Hedge Supple Wrist Target Practice Tournament of Arms
1 1 1 2 2
Immediate Immediate Immediate Immediate Special
72
Effect May only be used in town when no combat is going on, or in a place of safety. You may “Renew” up to 6 people per Craft Point spent. “Bestow Resist any Effect that strikes your shield”. “Disarm“. May be performed instantly. You give a character basic instruction regarding weapon and armor use. You may provide one of the following: “Bestow Weapon Use” (any one Type you know, including Shield) or “Bestow Wear Armor (2)”. Wear Armor requires appropriate armor props. Set up a training dummy with 1 Cloth, 1 Metal, or 1 Wood. After training, call “Bestow 3 Damage”. “Bestow Maim”. “Bestow Disengage” to up to 6 people with 2 handed weapons. “Bestow Resist Disarm”. “Bestow Lethal”. Organize a tournament of at least 4 participants. Provide a Moonstone to the winner.
Bardic Voice The tradition of the Bard or Skald is strong in Mystwood. Those who can craft words to suit their purposes have a special power, and are accorded a special respect. Most of the abilities of the Bard require you to create a short poem (any format) or speech. This requires at least a few minutes, but can be composed in advance and saved to use until a suitable opportunity. You may not use the same poem or speech more than once per Event. Action Bardic Contest/Philosophic Debate
CP Type 2 Special
Present Task or Quest
2* Special
Careful Planning, Diverting Story, Pleasant Song, or Rousing Tale Heroic Recounting
2
Immediate
2
Special
Praising Couplet Reasoned Argument Rumormongering
2 1 0
Immediate Immediate Special
Scornful Rhyme
1
Special
Witty Jest
1* Immediate
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Effect Once per Event, hold a debate or discussion on a topic of interest with at least three participants. Award a Moonstone to the victor. Once per Event, you may set a task or quest for others. If they succeed at it, you may award a Moonstone to ONE of them. Costs CP only if they succeed. You may “Renew” up to 6 people per Craft Point spent. May only be used in town, when no combat is going on, or in a place of safety. You may recount the deeds of a character before an audience of at least six others. You may then award them a Moonstone. “Charm by Will”. After a brief argument refuting a point, you may call “By my Voice, Purge Will”. You may spend 1 Parchment and give a rumor to a Grey Wanderer. It will appear in this chapter’s News & Rumors next event. Compose a nasty ditty mocking another. Recite it as often as possible, and give a copy to a Grey Wanderer. It will soon be widespread. Tell a joke that makes light of your circumstances. The first person to laugh, genuinely, receives a “Renew”. Costs CP only if someone laughs.
Cooking Few in the Mystwood starve, due to the abundance of mangelwurzel, a sort of a starchy cross between a potato and a turnip that grows quickly in the rich forest soil. Even beggars often appear quite well fed. However, mangelwurzel has no real tastiness value whatsoever, and does not “stick to the ribs”. Thus the people of Mystwood eagerly seek food of other kinds, and a good meal before an adventure may mean the difference between victory and defeat. Although a cook has some latitude as to how “medieval” they wish to be in their craft, obviously modern food and packaging should be avoided. “Going to eat mangelwurzel” is the polite way of saying “I’m off to eat my tasty chips and sandwich out of game”. As a note, any character may roleplay eating a unit of the Food Material for “Bestow 1 Hit Point”. Item Hearty Meal Iron Ration
CP Components 0 1 Food 2 1 Food
Kitchen
4
Nail Soup
1
3 Air, 3 Fire, 3 Water, 3 Life, Craft Kit 2 Cloth Tools, 2 Metal Tools, 2 Wood Tools 1 Component or Material Immediate
Recognition Banquet
4
4 Food
Special
Replenishing Snack
1
1 Food per person
Immediate
Toxic Food
1
1 Food
Immediate
Welcoming Morsel
1
None
Immediate
74
Type Immediate Enhancement
Effect “Bestow 2 Hit Points”. “Renew” one person. May be used whenever the food is eaten, even outside of town, but not in combat. +2 Cooking Craft Points per Day for up to3 characters.
Make a bizarre mixed meal from whatever is available. “Bestow 1 Hit Point” to three characters. Hold a lavish meal in recognition of great deeds. Choose to award 1 Moonstone to 6 people, 3 Moonstones to 2 people, or 4 Moonstones to 1 person. “Renew” up to 6 people. This can only be performed inside the town, when there is no combat going on, and takes approximately 10 minutes. “Afflict with Food Poisoning”. May place yellow tag, up to six people per Craft Point spent. “Charm by Will”.
Metalworking You are able to create various items and enhancements which deal with metal. For example, you can hone blades to razor sharpness, reinforce armor at critical points, and repair damaged weapons. Item Armor Piercing Arrows Arrows Harden Weapon Metal Tools Reinforced Bracers or Greaves Reinforced Breastplate Reinforced Helmet Sharpen Blade Smithy Workshop
CP 0 0 2 1 1 2 2 1 4
Spot Weakness Unusual Weapon
75
Type Enhancement Enhancement Enhancement Tool Enhancement Enhancement Enhancement Immediate Craft Kit
2
Components 2 Metal 1 Metal or Wood 1 Metal 1 Metal 1 Metal 1 Metal 1 Metal None 5 Air, 5 Fire, 5 Water, 1 Cloth Tool, 5 Metal Tools, 3 Wood Tools None
2
2 Metal
Special
Immediate
Effect 10 “2 Crushing” arrows. 10 “2 Damage” arrows. “Resist Shatter”. One use. Useful in Crafting. “Resist Maim”. One use. “Resist Lethal”. One use. “Resist Knockout or Lethal”. One use. “Bestow 3 Damage” attack. +2 Metalworking Craft Points per Day, for up to three characters. “Shatter” with weapon. May be used to shatter locks, if desired. Allows you to create a weapon with different Special Attacks than the basic list. See Chapter 3, pg 22 for details.
Poisoner Some characters that make and use Apothecary items are interested or trained mostly in the use of Poison, rather than medicine. The poisoning of Humans is illegal, but the poisoning of just about anything else is not. Poison is greatly feared and regarded with suspicion, however... This skill allows you to make and use the Blade Poison, Caustic Tar, Contact Poison, or Ingested Poison items from the Apothecary list. You may also use an Apothecary’s workshop to increase your Craft Points, but may not build one yourself. Item Blade Poison Caustic Tar Contact Poison
CP 1 2 3
Components 1 Death 1 Fire 1 Death
Type Enhancement Enhancement Enhancement
Ingested Poison Poison Tolerance Purging Quick Poison
1 0 1 1
1 Death 1 Life 1 Water None
Special Special Immediate Immediate
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Effect “Bestow Doom by Poison” attack. If attack misses, the poison is wasted. “Bestow Subdue by Poison” attack. Three uses. Allows you to put contact poison on one small object (not a weapon). The object cannot be thrown or used offensively. You may poison food or drink by placing a Poison tag near it. “Bestow Resist Poison to Self”. “Purge Poison”. One use. “Bestow 3 Damage by Poison” attack. If attack misses, the poison is wasted.
Scribe The greatest work of civilization is writing- a record of the comings and goings, the acts and actions of humanity. While the Mystwood (and, indeed, Navarre) is mostly inhabited by illiterate peasants, there still exist many who require letters sent, documents prepared, and purity seals inscribed. And, of course the scribe is invaluable when prayers must be written for the gods, and when heroic deeds must be illuminated for posterity. Item Forged Document
CP Components 1 1 Parchment
Illuminated Account 4
Invitation
1
Prayer
1
Purity Seal Sacred Verse
0 1
Scriptorium
4
Swift Letter
1
77
Type Special
Effect You may create any form of document, so long as a prop is provided. It will appear official to anyone who is not an expert on the real version of such a document 1 Parchment Special Write an illuminated account of the adventures of others to add to the library. You may award one Moonstone on up to 6 worthy persons involved in the adventure. You may not duplicate a story already in the library. 1 Parchment Special Invite an NPC to visit town. The invitation can be given to a Grey Wanderer, and will usually be accepted. 1 Parchment, any number of Karma Special Record the prayers of yourself or another, give them to a Grey Wanderer, and they may be heard. 1 Cloth or 1 Parchment Enhancement “Resist” one “by Magic” effect if work visibly. One use. 1 Parchment Special Compose a sacred verse in praise of the gods. Place it in the library, and you may request 1 Karma from a priest. 9 Parchment, 2 Air, 2 Earth, 2 Fire, Craft Kit +2 Scribe Craft Points per Day for up to three characters. 2 Water, 2 Chaos, 2 Death, 2 Life, 2 Time, 3 Cloth Tools, 1 Metal Tool, 2 Wood Tools 1 Parchment Special Write a letter and give it to a Grey Wanderer for delivery.
Sewing Most folk in the Mystwood own only one or two sets of clothing, making the care of that clothing a high priority. As everything must be hand sewn and hand woven, considerable time and skill goes into things we take for granted in the modern world. The art of sewing is also valuable for the protective runes that can be embroidered into clothing, for the tapestries that recount great deeds, and for many medical applications. Item Cloth Tools Comforting Bandages Create Vellum
Components 1 Cloth 1 Cloth 1-3 Cloth
Type Tool Enhancement Special
Mending and Patching 0
None
Immediate
Rune of Fireproofing Rune of Freedom Rune of Warmth Secret Pocket
1 1 1 1
1 Cloth 1 Cloth, 1 Air 1 Cloth 1 Cloth
Enhancement Enhancement Enhancement Enhancement
Sewing up the Wound Swirling Cloak Tailor’s Shop
1 2 4
Immediate Enhancement Craft Kit
Tapestry
2
None 2 Cloth 5 Air, 2 Earth, 2 Water, 2 Cloth Tools, 1 Metal Tool, 1 Wood Tool 1 Cloth per Moonstone
78
CP 1 0 1
Special
Effect Useful in Crafting. “Heal 2” when tied on. One use. Allows you to turn up to 3 Cloth into 1 Parchment each. Simply cross out “Cloth”, and write “Parchment”, with your initials. “Renew” yourself and the person whose clothing is mended. Cannot be done outside of town, and may only be used when real repairs are needed. “Resist Fire”. One use. “Resist Bind or Root” if not wearing armor. One use. “Resist Water”. One use. Allows you to hide one small item or up to 10 coins so they will not be found with the “Search” effect. One use, but defeats all searches for 30 minutes when used. “Heal 3”. May call “Disengage”once per Renew. +2 Sewing Craft Points per Day for up to three characters. Create a Tapestry depicting the deeds of others and hang it in a suitable place. Most are painted rather than embroidered. Grant up to 3 Moonstones to those depicted, all to one person or divided up.
Woodworking Wood, wood, everywhere, and not a piece to carve... The Woodworker suffers from the unusual situation of being surrounded by their raw materials, but often unable to use them. Technically, all trees in the Mystwood belong to the Duke of Eastmarch, and only fallen boughs or trees may be used. This makes wood surprisingly hard to come by. None the less, wood is a crucial element in all people’s lives, and the woodworker’s labor is greatly valued. Item Arrows Burning Brand Fire Arrows Dart Trap
CP 0 1 0 2
Components 1 Wood 1 Wood, 1 Fire 1 Wood, 1 Fire 1 Metal, 1 Wood, 1 Death
Type Enhancement Enhancement Enhancement Special
Glancing Shield Glyph of Warding
2 3
None 2 Air, 2 Fire, or 2 Water
Enhancement Special
Harvest Wood
1
None
Special
Improved Wood Splint 1 Locked Box or Door 2
1 Wood 1 Metal, 2 Wood, 1 Earth
Enhancement Special
Make Paper
1
1-3 Wood
Special
Reinforced Shield Sunder Shield Town Upkeep
2 1 0
1 Wood None None
Enhancement Immediate Special
Wood Shop
4
Craft Kit
Wood Tools
1
2 Cloth, 2 Air, 5 Earth, 2 Water, 3 Metal Tools, 3 Wood Tools 1 Wood
79
Tools
Effect 10 “2 Damage” arrows. “1 Fire and Subdue to Room” packet. One use. 5 “2 Fire” arrows. Allow you to place a Dart Trap (mouse trap painted black) where desired. Must be immobile. Can only be armed by someone with the Set Trap skill. “Resist Crushing”. One use. Allows you to place a yellow card that reads “Glyph of Warding. Forsooth, you take 10 Damage by (element type). Remove this card”. Can only be placed behind a door or in a container where it will be seen only when it is opened. Cannot be moved. Passive trap only, cannot be used offensively. Allows you to harvest 1 Wood Material, which must be used immediately. “Purge Maim”. One use. Allows you to mount a game legal lock on a door or box. Allows you to turn up to 3 Wood tags into paper. Simply cross out “Wood”, and write “Parchment” instead, with your initials. “Resist Shatter”. One use. Call “Shatter Shield” with a weapon. Perform needed maintenance or repairs on the town walls and buildings. You, and up to 3 helping you, may “Renew”. Usable once per Day. +2 Woodworking Craft Points per Day for up to three characters. Useful in Crafting.
CHAPTER EIGHT ADVANTAGES AND DISADVANTAGES In the World of Mystwood, humans sometimes mingle their blood with that of supernatural creatures. The Fae steal away human children and replace them with Changelings. Werefolk assume human form, and take mortal lovers. Other folk can claim descent from the elements- from the stone of the mountains or the light of the sky itself. Others still are are marked by darker powers- the mutations of Chaos, the curse of the Vampire, or even the power of the Dragon. Sometimes, whole families will bear the mark of the supernatural, while other times a bloodline may be thought extinct, only to reappear in a distant descendant. Such marks are more common in Mystwood than in the wider world, comprising about a third of all folk. Attitude toward supernatural bloodlines varies- in places, some are thought quite ordinary, while others, particularly those thought to stem from the power of Chaos or Unlife, are actively persecuted. In general, Advantages and Disadvantages are intended as a way to easily allow customization for players who wish to do so. Newer players may wish to skip this section entirely. You may choose Advantages and Disadvantages later on in your character’s career, at the start or end of any Event, so there is no great hurry. You may choose one or more Advantages from the list below. You do not have to choose any- many folk, even great heroes, are ordinary mortals. If you do choose Advantages, you must choose an equal number of points of Disadvantages. So, for example, if you chose a 2 point and a 1 point Advantage, you might take a 3 point Disadvantage to compensate for it. You may not choose more than 4 points of Advantages.
Supernatural Heritage
If you take Advantages or Disadvantages marked with an asterisk (*), you must wear some kind of makeup or costuming to show your supernatural heritage. What you choose is up to you, but it must look good, be easy to put on and remove, fit your advantages and back story and be relatively subtle. No full face makeup is allowed. Potential Origins Dragon Kin- Those whose ancestors served the Dragon often have green around the eyes or lips. The Duergar- Ancient smiths and miners, the Duergar are often known as the “Mountain Fathers”. Long ago, it is said they imparted their knowledge of engineering unto the Romans. Those who share in their bloodline often have large beards, heavy eyebrows, or long hair, and if they are proud, may wear rune marked clothing and gear. Elemental Kinship- Those who share some bond with nature might possess certain affinities to Air, Earth, Fire, or Water. This is often passed down from generation to generation. It can be shown using lip, eye, or skin color. Elfin Ancestry- Although the race of Elves is believed to have died out many hundreds of years ago, in legend they were the founders of magic, and the creators of spells as wizards understand them today. Pointed ears are commonly the Mark of elven blood. Monstrous Kinship- Some people are abnormally large and powerful. They may share some blood with a monstrous creature, perhaps a giant or troll. This heritage might be shown with shoulder pads, or tusks. Mutation- Chaos has a lingering presence everywhere, and sometimes a child is changed. A mutation like an animal’s head or a tentacle arm is too extreme to be allowed as the sign of Chaos, for such a person would not be allowed inside the town walls. Hunchbacks, club feet, patches of scales and the like work, as do costumes of rags and bones. Nymphs and Satyrs- These creatures are often referenced to in ancient Roman writings, though few have been seen for some time. However, their blood flows strong within some people. Small horns on the forehead or leaves in the hair can show descent from these bloodlines… or perhaps might be the taint of Chaos. Shape Changers- All manner of witchcraft or familiance dalliance can cause a child to be born with the ability to change shape, often into a ferocious beast. Animal Eye contacts can make a great way to show a shapechanger’s heritage, as are tails, clothing of fur and leather, and wild hair. The Nibelung’s Gift- This gift is said to come from the stars themselves, and is not understood by many. However, some children who were born on clear starry nights are blessed with good fortune for the rest of their lives. This Gift often shows itself as sparkles on the skin or hair. Vampire: Vampires are always a threat to the villages of Mystwood, but there are some who have only the slightest marks and are deemed harmless. Often, they have the power to heal with their blood, and can be quite useful. Vampire’s blood may be shown as a darkness around the eyes, pointed canines, or unusual hair. 80
Advantages Advantageous Gluttony (1): Any character may eat a unit of the Food Material for “Bestow 1 Hit Point”. A character with this Advantage may consume two more units of Food to gain +1 maximum Hit Point for the next six hours. This extra Hit Point is not a Bestow, and stacks with other Hit Point sources. *Call of Freedom (2): Restraints cannot hold you. You may use this advantage once per Renew to call “Resist” against the “Bind”, “Paralyze”, or “Root” effects, or to escape from mundane bindings such as manacles. *Caustic Blood (2): Whenever you take 3 or more points of Damage from a single weapon hit, or suffer the “Maim”, “Lethal”, or “Death” effect from a melee attack, you may call “Bladeturn 2 Damage by Poison” as your blood sprays out and burns your attacker. You still take the effect of the hit. Crushing Strength (1, 2 or 3): You may use one “2 Crushing” melee attack per Renew per point you spent on this advantage. Durability (1): Once per Renew, you may call “Resist” to a “Maim” effect. *Elemental Fury (1, 2 or 3): You may throw one “3 Damage by packet per Renew per point of this advantage you take. You must choose one of the following elements: Air, Earth, Fire, or Water. Evil Eye (1): Once per Day, you may curse someone with an annoying but not incapacitating effect. Examples: “I curse you… …to value leaves and trash... ...to be filled with sorrow and misery... ...to fear you own weapons… ...to rhyme at all times...” …with gout... ...to find your armor confining... ...to honk like a goose...” ...to sneeze frequently... …with claustrophobia… ...to see spiders everywhere...” ...to stumble and fumble... …with hunger that is never satisfied… ...to feel great charity and good will... ...to dread the night... …by Gesture”. You may use any of the above or submit other curses to the Staff. You may not curse during combat, as this takes about a 60 count of staring at someone. In addition, you may “Purge Curse” once per Day. *Elemental Resistance (1): Choose one element to be resistant to. This ability lets you call “Resist” against that element (Air, Earth, Fire or Water only) once per Renew.
81
Feign Death (1): Once per Day, you may fall down in a deathlike state. While in this state, which may last for up to 30 minutes, you cannot be harmed in any way, but cannot move. Call “No Effect”. *Forest Ally (1): You may use this advantage when out in the wild, out of town, outside of any walls. You may throw one “Bind by Magic” packet and one “Root by Magic” packet per Renew, as the trees rise up and snare your foes. *Healing Blood (1): Twice per Renew, you may use a few drops of your blood to provide the “Heal 2” effect to an injured person. If any character receives this healing effect from you more than 3 times, ever, you must also state “Afflict with Blood Bond”. Hunter’s Senses (1): You may use your senses to call “Detect ___ “, a total of three times per Renew. You may choose any combination of “Animal”, “Living”, “Serpent", “Undead”, or “Vermin”. Major Talent (2): You have a skill or knack that does not depend on your Occupation. You must explain how you came by this talent. Essentially, it allows you to choose a skill from the following list: Any single Craft skill (2), Blessed, Research, Serene Contemplation, Weapon Use (Bow) AND Scavenge Arrows, or Weapon Use (Staff). Minor Talent (1): You have a skill or knack that does not depend on your Occupation. You must explain how you came by this talent. Essentially, it allows you to choose a skill from the following list: Buy/Sell (10), Commerce, Engineering, Mage Lore, News & Rumors, Unarmed Combat, Weapon Use (Single Throwing Weapon), or Woodwise. *Natural Armor (2): You always count as wearing 1 Armor Point, which adds to your Hit Points. This Armor Point is NOT cumulative with any other armor you may wear. *Poison Spittle (2): Once per Day, you may lick a blade to coat it with venom. You must call “Doom by Poison” on your next swing. If you miss, or the target blocks your attack, the ability is wasted. Purity (1): You may call “Resist” against any one effect delivered “by Poison” per Renew. Skin Changer (2): Once per Day, you may don a mask, transforming yourself into a horrible beast for up to one hour. During this time, in addition to your normal Gifts, Occupation, and Skills, you may use Claws (see pg 21) and gain 2 maximum Hit Points. In addition, you may call “Maim” twice with your claws, and may call “Disengage” 3 times. However, you may not speak or wear armor during this time, and many will not react well to your transformation. *Stonefast (1): Once per Day, you may plant your feet and call “Stonefast”. Stubborn Courage (1): Once per Day, you may take up a defensive position (a roughly 10 foot area) and resolve to hold it to the last. As long as you do not leave your post, your current and maximum Hit Points are increased by 8. This stacks with any armor you might be wearing. You may not use this ability in duels of any sort. *Treewalk (1): Once per Day, while in the wild (outside of town, outside of any walls, and off of any cleared path), you may merge yourself with a tree, and remain so for up to 30 minutes. While merged, you must remain in contact with the tree and may not use any abilities or weapons, but cannot be harmed in any way. Call “No Effect”. Undead’s Bane (1): You may throw two “5 Damage to Undead” packets per Renew. *Witchblood (1-4): Each event at check in, you may roll on a chart that gives you small, random magical powers. Beware though, many are not beneficial.
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Disadvantages *Anathema (1): The Dragon’s kind is deadly to you. Touching or being struck by any snake or reptilian monster causes the “Death” effect to you. You may never call a “Resist” against “by Poison” effects for any reason. Blind (4): You cannot use weapons, run, throw packets, or read. You must roleplay this at all times. Bloodlust (3): Once you take damage, you are in a fight to the end. You will not run, retreat, negotiate, break off the battle, surrender or take prisoners. If you go more than a minute without encountering a new enemy, you can role play working your way down from your rage. Compulsive Carousing (2): You must always join any drinking, carousing or gambling that is going on, even if it is not a good idea. You may not stop gambling until the gaming is over, or your funds are exhausted. If there is no celebration on any given night, you must start one. Cowardice (2): When the going gets rough, you run for it, leaving your friends in the lurch. You must flee from any fight that looks like it’s going badly, even if only to hide in a building. Creature of the Night (3): You dislike sunlight and must wear a broad brimmed hat, hood, or other protection during the day, as well as staying inside as much as you can. In addition, you lose one level from one of your Gifts while in sunlight. Divine Disfavor: God of the Wild (2): You have done something to anger the god of the Wild. Miracles of Resurrection will not provide the Wild resurrection (typically once per year). Divine Disfavor: Goddess of Mercy (4): You have done something to anger the goddess of Mercy. Miracles of Resurrection will not provide the Mercy resurrection (typically once per Event).Note that this may result in a short-lived character! Divine Disfavor: Lord of Justice (1): You have done something to anger the Lord of Justice, or you died before your tenure in the Mystwood, and were mysteriously returned. Miracles of Resurrection will not provide the Justice resurrection (typically once ever). Eternal Foe (2): One of the great evils of the world senses you as a great enemy, and will go to great lengths to hunt and kill you, targeting you above all others in any battle. Choose Undead or Chaos to be your Eternal Foe. You gain the trait “Chaos Foe” or “Undead Foe” if you have this disadvantage. Excessive Curiosity (1): You can’t leave any mystery unexplored. Forgetful (1): At least once per Event, you must forget something of importance. You should roleplay this. Greed (1): Gold and other valuables bring out the worst in you. You will not spend money if you can avoid it, and must go to almost any length short of directly harming yourself or others to obtain any money on offer. Gullible (1): Reasonable attempts to trick or mislead you always work. You always assume people are telling the truth, unless they are an obvious monster or evil creature. Horribly Disfigured (1): You have suffered some nasty injury or illness in the past. You must wear makeup to show this. Maimed (3): You may only use one of your arms. This cannot be cured with “Purge Maim”- it is permanent unless you change your disadvantages. Even so, you should come with up an excellent story! Mostly Illiterate (1): You cannot read, but may sign your name if needed. Nearsighted (1): You cannot use any ability or weapon that targets someone more than 5 feet away. You cannot identify others at a distance either, or “Resist” any effect that comes from more than 5 feet away. Pacifist (2): You won't harm another human, no matter how tainted or warped, under any circumstances, though animals, daemons, monsters, undead and so on are fine.
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Phobia (1 per Phobia): You are deathly afraid of one of the following and must avoid it if at all possible. Choose one of the following: Chaos, Darkness, Enclosed Places, Fae, Fire, Large Animals, Nobles, Spell Casters, or Undead. While in the presence of your fear, you cannot think straight, and may not use any abilities that require you to call an effect, including Resists, spells, etc. Perpetual Gloom (1): You are always dour and cynical, and must roleplay seeing the dark side of things. You must respond with “No Effect” to the “Renew” effect when it is delivered “By my Voice”. *Raging Hunger (1): If you do not consume at least one unit of Food every six hours, you become weak, and your maximum Hit Points are reduced by 1. If this would reduce you to zero Hit Points, you lose one level from one of your Gifts instead. Sickly (3): You “bleed out” and become Dead after only a 60 count Unstable. Slow (2): You may not run. Spendthrift (1): You must always spend any money you have at the first opportunity. You may not give treasure to others though- you like spending money. Basically you must spend all your money by the end of the event. Tainted (1): You start with (or gain) 3 Marks of Chaos. Seven marks of Chaos will cause your character to become an NPC. Once In Game, look in the Book of Woe for the full description of this affliction: “Chaos Mark” Teetotaler (1): You cannot gain a “Renew” by tavern or tavern keeper provided means (for example, drinking). Troublemaker (1): You are always meddling and playing pranks on others. Truthfulness (2): You are bound to never lie. *Vulnerability (2): Choose one of the four elements: Air, Earth, Fire, or Water. You take double damage from any effect called by that element. *Wild Heart (1): You are not comfortable with civilized things. Any “by Fire” effect you suffer also causes the “Frenzy” effect.
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CHAPTER NINE RELIGION IMPORTANT DISCLAIMER: All this stuff is made up. Although the Mystwood game incorporates religious elements, in order to create a more complete and believable setting, it is purely fictional and involvement in any form of religious roleplaying is purely optional. While some real world philosophers, religious figures and beliefs may be referenced in game, they have been altered to fit a setting that is like Medieval Europe, but not identical.
The gods love the world and all mortal kind, even those who are wicked or tainted by Chaos. It is known that there are three gods, and that it is blasphemy to try to name them. The gods do not speak as mortals do, nor do they appear in any form, though some hold that they send dreams. Only priests and priestesses, properly sanctified and trained, can serve as intermediaries between mortal and god, allowing the gods to hear the prayers of mortals and mortals to earn a fraction of the power of the gods. Some worship no god, others venerate all three, and some pay lip service but have no true faith. Only those who choose to dedicate themselves to a single god may earn Karma- however, there is no requirement that your character follow a deity. Each priest (and, indeed each congregant) must interpret the writings of the saints and the teachings of wise folk in their own ways. What can be agreed upon, however, are the seven tenets of Faith, established in the Year One of the Church. First, that there are three gods, each equal in benevolence and necessity. Second, each person of True Faith is called to serve a single deity, to the exclusion of all others. Third, that the gods are without name or form and that it is the unclean gods of Chaos who are given blasphemous names by their wretched followers, which shall not be uttered. Fourth, that the gods embody and inspire what is pure and good in humankind- Honor, order, compassion, humility, justice, wisdom, courage. The so-called “gods of Chaos” embody all that is foul and that humankind must overcomegreed, envy, fear, madness, sadism, lust, and rage. Fifth, the world was born of base Chaos, but as the plan of the gods unfold, it becomes pure. So too must mortal kind strive to overcome the evil within them and reach their potential. Sixth, that all mortal kind must die, and in dying, sleep in the grave until the world is made pure of all evil and Chaos, and the gods awaken them. There is but one exception to this, save for the blasphemy of the Undead, and that is Sainthood. Those who have lived exemplary lives may, upon dying, be taken into the presence of the gods themselves, and then, for a single day, return to walk the land, to teach others of what is good and holy, and to accomplish their last tasks. Seventh, that true Sainthood is revealed by a return from death for a single day, and that it is only through sainthood that the gods reveal their will. Yet it is known that Saints are still mortal, and thus cannot fully comprehend the revelations of the gods and thus they remain fallible. There have been many, many Saints, and it is through their teachings that mortals come to know the nature of the gods, to separate what is holy from what is Chaotic, and to know the gods’ Will and Plan. Though they have stood in the presence of the gods, Saints remain mortal, and thus they are not infallible, nor are those who record their teachings. The Acrophia of the Saints sometimes contradict each other, and it is only by pondering the lives and words of many saints that one truly comes to know the gods. Alas, the evil of Chaos- base emotions, cruelty, and disorder- unmakes the world and separates mortals from the gods. One must struggle against such things, both in the exterior world and within oneself.
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Duties and Sins No living being is perfect in the eyes of the gods. With that said, there are certain actions which are particularly pleasing, and others in turn displeasing, to each of the three gods. When a follower of one of the gods performs deeds which the gods deem favorable, they may earn Karma. When a follower sins against the tenets of their god, they must atone. Karma is the favor of the gods, measured in Icons (tags). These are earned by goodly deeds that please the gods, living an upright life, and striving against the powers of evil, Unlife, and Chaos. Generally speaking, the best way to gain Karma is to either pray at a shrine which might have a series of tasks to be performed, or to seek out a character capable of granting Karma (possessing the Grant Karma skill) and relating your faith- the rituals you have performed, the deeds you have accomplished, and the sins which you have committed. They will determine if, and how much, Karma you have earned from your actions. Particular actions are almost always rewarded with Karma- these actions are listed specifically under “Karma Awards” for each deity. Karma may then be spent to invoke the favor of the gods. You may save Karma tags as long as you like before using them. Using a Karma ability requires prayer- as much as possible in the time available, and certainly thanksgiving after the miracle. Every deity has particular sins. If you commit a sin (and no one is perfect all the time), you may continue to earn, but may not use, Karma until you have completed a penance assigned by a priest. You must pay close attention to the sins of your deity. It is your responsibility to know if you have sinned, and if you desire to make use of Karma again, your responsibility to seek out a priest and perform absolution.
Ritual and Penance The substance of rituals, penances and so on vary a great deal. It is important that any ritual you perform be in good taste, and further important that the ritual not draw directly from any real world religion or mythology. It is acceptable to change a real world function in nature and wording so that the result is similar in tone, but an in game ritual should never make a player feel uncomfortable that a real world religious rite is being performed, or worse, mocked. Common Rituals include shared songs, stories of the works of the Saints (which may be made up on the fly or may be found in game in books or scrolls), examples of places the teachings of the gods caused you to make certain decisions in game, and the like. They may be as complex or as simple as the practicing character desires (though Justice rituals tend to be more complicated, and Mercy the simplest.) Penance is equally varied. Common penances in Navarre include the Tithe, whereby some measure of the character’s wealth is consigned to the Church, The Serviciam, where the sinner agrees to obey some worthy the priest points out for a period of time, and the Gauntlet, a swift and sound beating administered by the priest or a proxy. Particularly egregious sins, such as the raising of Undead by a follower of the Wild, may be considered nearly unforgiveable- such actions may require that the character embrace the life of a penitent (and accepting that Occupation) for a period of time in order to regain the good graces of their faith. Penance for ordained priests, monks, and other church members is generally more complicated, more painful, more public, and consequently more humiliating in the eyes of society. It almost always involves a period of time as a Penitent, and may be considerably more elaborate.
Saintly Revelation Due to the nature of Saintly Revelation, there is a fair amount of variation in the actual practice of worshipping the gods. It is therefore perfectly allowable to make up your own ceremonies and such, as long as they are in good taste. You may also choose to change or omit a total of two Sins, Rituals, or Duties from those listed for your god, to reflect your particular beliefs. Once you have chosen a deity, and modified their duties and sins, you may not change again unless something extraordinary happens in your character’s life. This must be approved by the Staff.
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Justice, Wisdom, the Keeper of the Scales It is through the inspiration of Justice that mortals build ordered societies, and so prosper. Each person playing their part, the whole greater than the sum of those parts. It is through Wisdom that knowledge is gained and preserved. It is the Keeper of the Scales that sees that evil is punished, that all are held to account, and that the law is honored as it must be. He is a stern, but never needlessly cruel god, a benevolent patriarch. It is through him that law, government, and society become more perfect over time. Justice has progressed from the anarchy of the ancient past, through the cruel despotism of empires, to the current enlightened age when Knighthood is earned by the worthy and serfs may purchase their freedom, and even nobility must respect the law. In time, it is said, justice and the rights of all will advance even further with his guidance, though it is hard to imagine what form this might take. Followers of Justice strive particularly for the destruction of all things Chaotic, especially Daemons. Greeting: Hand held forward, straight arm, palm out. Heraldry: Black and white colors, keys, scales, hammers.
Rituals and Duties
Sins
* Affirming all one’s oaths- loyalty, etc. * Delivering or enacting sentences * Preaching the laws * Purification of self, others and the land after encounters with Chaos * Settling disputes
* Allowing knowledge to be lost, destroyed, or used for evil purposes. * Breaking the law * Creating or supporting unjust laws for gain * Dishonor * Disrespect for position and rank * Harboring Chaos, even unwittingly * Killing captives * Lying
Karma Awards One Karma may be awarded to you by a priest of Justice for any of the following actions: * Defeat of Chaos schemes or attacks at cost to yourself, or through great personal effort. * Playing a significant role in destruction of a Named Daemon, closing of a Daemonic Portal. * Making a significant contribution to knowledge or philosophy. * Playing an instrumental role in bringing an important criminal to justice or seeing justice done in complicated or difficult circumstances. * Tithing 10 crown, or 10% or your wealth, whichever is more, to the Church. * Settling a dispute honorably. Karmic Power Calm and Reason Daemonbane Doom of the Faithless Guidance
Karma 1 1 2 1
Holy Fury Honest Labor Purify
1 1 5
Smite
1
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Effect You may call “By my Voice, Purge Will” once. You gain the skill “Slayer (Daemons)” until you next Renew. You may call “___, Doom to Oathbreaker by Name” once. You may ask a Grey Wanderer to hear your prayers, seeking information on how to proceed in a matter related to Justice, Law, Politics or combating Chaos. You gain one use of the skill “Battle Rage”. You may use 2 Craft Points for a skill of your choice to use on one task related to your beliefs. You may purge a Mark of Chaos from another after they perform suitable penance. Call “Forsooth, I remove a Mark of Chaos”. After at least a 15 count of roleplay calling on Justice to smite your foe, you may call “8 Crushing” once.
Mercy, Courage, Fortune, the Maiden, Brave Sister, the Iron Dove There is no greater gift than the ability to feel- to love, to laugh, to strive, to hope, and to forgive. Mercy bestows this gift, and it is she that makes life worth living. She is the bonds between humankind that transcend the laws of society and the harsh realities of nature. Mercy is a goddess of both love and battle. She is true courage on the field, the fight for loved ones and beside worthy companions. She engenders love of freedom, and of family, She is the light in darkest times, the bringer of hope. She is the bulwark against the greatest threats of Chaos- cruelty, anger, greed, and the dark forces that corrupt one’s soul. Mercy recognizes that there is good in even the darkest souls, and that all may hope and strive for forgiveness. Followers of Mercy believe in the importance of courage and being true to one’s own heart above. They will never flee the field of battle or leave others behind, and while they will fight fiercely when needed, they strive for peace when they can. Greeting: Fist to Heart Heraldry: Red and white colors, lions and doves, olive branch.
Rituals and Duties
Sins
* Bringing peace * Fighting to the end * Invoking good fortune * Preparation for battle * Preventing torture * Ritual forgiveness * Uniting lovers
* Bullying, taunting, cruelty, torture * Failure to forgive or show mercy * Fleeing from battle * Giving in to hatred or anger * Giving in to torture, fatigue, or weakness * Not accepting a challenge * Parting lovers
Karma Awards
One Karma may be awarded to you by a priest of Mercy for any of the following actions: * Bringing reconciliation to those who have a deadly quarrel but were once close. * Death or great loss in defense of others. * Forgiveness of great wrong. * Gifts of charity of at least 10 crown or 10% of your wealth, whichever is more. * Outstanding heroism in battle. * Showing mercy at great cost to yourself. * Uniting family members, lovers or longtime friends parted by evil. Karmic Power Glory Guidance
Karma 1 1
Healing Hand Life Link
1 1
Peace Purity
1 1
Salvation Self Sacrifice
1 5
The Gods Provide
1
Wonder of Healing
3
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Effect You gain the skill “Slayer (Humans)” until you next Renew. You may ask a Grey Wanderer to hear your prayers, seeking information on how to proceed in a matter related to Battle, Courage, Love or Peace. You may touch a character with a packet to call “Heal”. You may form a Life Link with another person. Call “Bestow Life Link”. During this time, you may call “Heal (X) to (Name) by Name”. This causes X points of damage to you. You may have only one Life Link at a time, total. You may call “By my Voice, Purge Frenzy” once. Once activated, this Karma power lasts 5 minutes. Within that period, you may call "Detect Poison" at will. You may spend a 10 count roleplaying to call "Purge Poison", and a 30 count to "Resist" any "by Poison" effect. Both of these are also “at will.” You may throw a packet for “Purge Doom”. You may take another’s Final Death on yourself. They are restored to life, but you lose your “once ever” resurrection bestowed by Justice, If you have already used this death, you permanently die yourself. You must enter this in your chapter’s death record, and a Grey Wanderer is required. You may take 2 Material or Component tags and divide them in half. Each half will function as a normal tag. Write “The Gods Provide” on the tags with your initials. You may call “By my Voice, Heal 1” once.
The Wild, Nature, the Huntsman, the Keeper of the Dead, the Lord of Gold The Wild is the god of all things Primal- of the natural path, the needs of the body. It oversees not just the harvest and the hunt, but also the honest labor and skillful craft of the common folk, and efforts to win coin. The dead are in its keeping, and also the riches of the earth. It teaches the need to both preserve and prosper from the natural world. It is the link between humankind and the world around them that must never be severed. It is the kinship between human and animal, the primal spirit that enables humans to survive, compete, and prosper. It is the dictum that the weak must perish so that strong may survive. It is the Wild. Followers of the Wild have a great hatred for the Undead, for they break the circle of life, and steal what was in the keeping of the Wild. Greeting: Touching head, heart, stomach Heraldry: Green and gold colors, oak leaves, wheat sheaves, crescent moon, stag’s head or skull.
Rituals and Duties
* Bleeding upon the earth * Feasting and harvesting * Hunting, farming, and crafting * Killing Undead * Laying the dead to rest * Showing respect for the dead
Sins
* Cruelty to animals or children * Damaging forest or crops * Fighting for sport * Injuring prey and letting them go * Letting things go to waste * Not eating kills
Karma Awards One Karma may be awarded to you by a priest of the Wild for any of the following actions: * Playing a major role in any economic improvement, such as establishment of new hunting grounds, farms, or trade routes. * Playing a major role in destroying a greater Undead creature. * Protecting wild land, natural creatures, tombs and the dead at cost or great effort to yourself. * Significant gifts of Food or Material to the community at large, valued at least 10 crown or 10% of your wealth, whichever is more. * Slaying those who transgress against things protected by the Wild. Karmic Power Animal Kinship Armor of Wode
Effect You may throw three “Charm Animal” packets. All must be used within a 60 count. By donning a garment of leaves, crown of horns, elaborate face and body paint or the like, you may “Bestow (up to 3) Armor Points” on yourself or another. These count as physical armor, but anyone may use them even if they do not possess the Wear Armor skill. Armor available depends on the props which are used, with a maximum of 3 Hit Points: 1 Hit Point: Blue or black stripe across eyes; fan of leaves behind head; leaves in hair; or necklace of bones. 2 Hit Points: Animal skull worn on head; sheets of plaited grass or reeds; large necklace of bones, claws, and skulls. 3 Hit Points: At least half of body, or all limbs, striped in blue, black, or green; full animal skin cape with head. Bounty of the Earth 1 You may call forth 3 units of Food, 2 units of Wood, or any one elemental Component, which must be used immediately (no tags). Guidance 1 You may ask a Grey Wanderer to hear your prayers, seeking information on how to proceed in a matter related to Crafting, Nature, Undead, or Wealth. Transformation 5 After a protracted ritual and various tests over the course of a day, this allows you or another to gain a 1 point Advantage. A character may only benefit from this once, and this may give the character 5 total Advantage points. Vengeance of Nature 1 You gain the skill “Slayer (Undead)” until you next Renew.
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Karma 1 2
CHAPTER TEN CHARACTER ADVANCEMENT MOONSTONES Moonstones are tokens of achievement. They are given in recognition of deeds and in gratitude. The most holy of them are said to appear to those in great need of aid, to reward those who take up their quest. Others appear on the corpses of the most terrible monsters when they are slain. Most are made by mortals however, simple tokens of wood, bone or glass, given in honest praise to fellows. Regardless of source, they are still sacred. It is a player’s responsibility to keep their own Moonstones until they are used- a special pouch (with your name in it so it can be returned to you if it is lost) is a good idea. Moonstones may never be stolen, sold, bought, or given between players. They can be only be earned or awarded as discussed in the rules. Moonstones may be spent to increase the levels of your Gifts. The cost of a new level is equal to the new level in Moonstones. So if you are currently 9th level, it would take 10 Moonstones to advance to 10th level. You may choose any Gift to take your new level in. 10 Gamebucks are equal to 1 Moonstone. You may advance any number of levels at check in each event.
HOW TO GET MOONSTONES ATTENDING EVENTS Simply coming to a Mystwood event gets you One Moonstone per chronicle you are playing. If you complete the Preregistration Survey, which can be found on the website and on the official Facebook Mystwood event, you will be awarded One Moonstone at check in. If you check in on Friday night, you will get an additional One Moonstone. Lastly, staying through Cleanup on Sunday will get you One Moonstone, for a potential total of Four Moonstones for attendance.
FULLY EQUIPPED If you bring all of the following items with you to an event, you will be granted One Moonstone. * Basic Costume * Dark Colored (or Period) Shoes * Personal light source * Personal weapons (if needed) * Personal spell packets (if needed) * Easily identifiable mug or tankard * Personal water * Personal food (and potluck item if you intend to participate in the potluck) * Sword ring or sheathe (if needed
BEING A HERO
There are many in-game actions that may grant you Moonstones, a baker catering a wedding for a poor farmer at no cost may be worthy of a Moonstone reward. Often killing a great and powerful creature will earn you Moonstones. Fulfilling a quest, bringing justice, compassion, or mercy may be a way to earn Moonstones. These opportunities will present themselves in game, sometimes an opportunity will be well defined- other times you may be surprised.
HELPING OUT
You may obtain Moonstones at a rate of 10 Gamebucks per Moonstone. Gamebucks are described below, and often awarded for donations of props or time. 90
NPCING FOR CHRONICLES By NPCing at least one Chronicle, you will be rewarded with 2 Moonstones. You should keep track of the time and make sure to arrive on time to your Chronicle. In addition to Moonstone, you will earn 5 crown for each Chronicle you NPC.
POST EVENT LETTER (PEL) After each event you may want to complete a Post Event Letter. The PEL will ask for a small summary of your experience at the event, and a few specific questions about your weekend. It should take 45 minutes or less to complete and you will earn 1 Moonstone. A link will be posted after each event. Post Event Letters are one of the most useful tools the Staff have to improve the game. Many actions go unseen or unnoticed during the game, and the Staff does not see the action from the players' perspective. Post Event Letters also serve as a record of the game, allowing the Staff to keep track of what plots and stories are developing, and what the players know and don’t know. Completing the PEL also allows you to use Occupation-related Plot skills for between event actions. For example, a character with Pathfinding may be able to locate a hidden trail between events so that it can be visited the next time, setting up a future adventure. Or, a character with Research might look for the secret weakness of the Vampire Lord who is attacking the town in a library book about the Undead. Post Event Letters are always helpful, but will only result in a Moonstone, Pathfinding results, or Research if they are completed within 2 weeks after the end of an event.
SENESCHAL Seneschals are players who help the Staff in many ways. They are experts on the rules, as proven by passing a quiz, and have proven themselves helpful in setup and game logistics. Seneschals must be willing and able to perform a few different helpful tasks. One, Seneschals must be on site for check in to help with Setup, OR, must stay until the end of Cleanup. Two, Seneschals must be able to help other players with rules questions, whether by knowing the rules thoroughly, or by knowing where to find the rule in the rulebook. Three, Seneschals must be willing to help the Staff in specific ways, usually by helping with certain plots, alerting Chronicles of player needs, and the like. This can potentially cause a Seneschal to have secret information which their PC would not otherwise have. Seneschals are trusted not to misuse this information. Lastly, because the Staff and other NPCs can't be everywhere, to see all the awesome roleplaying players do, Seneschals may be entrusted with one or more Moonstones. They are allowed to give these rewards to their fellow PCs when those players do things which, in the Seneschal's judgment, deserve reward. Such Moonstones are strictly tracked to prevent favoritism. To become a Seneschal you must be approved by the Staff. Seneschals are rewarded with one Moonstone or 5 crown per Event.
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SKILL TOKENS Skill tokens are a type of limited Moonstone, useable only for a single specific Ordinary or Craft skill. For example, you might pay a swordsmith to train you in Metalworking, a traveling teacher might teach Serene Contemplation lessons, or a weathered standing stone in the middle of the forest might allow you to meditate and discover an unusual skill not otherwise found in game. Skills may be learned through any combination of Moonstones and Skill Tokens, so Pathfinding, a 10 Moonstone skill, might be learned with 10 Moonstones, 10 Skill Tokens, or a combination. During an event, characters may obtain Skill Tokens from any other character, player or nonplayer, who possesses the Instruction skill according to the rules for that skill.. Between events, any character may purchase Skill Tokens for any rulebook skill which is not listed as “Unavailable” at a rate of 20 crown per Skill Token. This is generally considered in game as going outside the Mystwood, such as to Tweaksbury, and there hiring a professional teacher, and tends to be more expensive than in-game learning.
GAMEBUCKS
Gamebucks are the game's way of saying “thank you” to those who do the hard work to make it happen. There is a tremendous array of props and supplies, labor and cleanup, needed to make an event happen. No game could ever hope to PAY people to do all this- or events would cost $100+ per weekend. Instead, this is done by volunteers, who are rewarded with “Gamebucks”.
What Are Gamebucks Good For? Feats of Legend Feats vary in cost and represent amazing and heroic one use skills a player may have. See Appendix Three for details Moonstones Any number of Moonstones may be purchased, at a cost of 10 Gamebucks per Moonstone. Resurrection 100 Gamebucks will allow you to resurrect a character from the dead- though there is usually an adventure involved. This will require the approval of the Staff- some characters may not be able to be resurrected.
HOW TO GET GAMEBUCKS Cleanup At the end of each event, there is a huge amount of cleanup to do to preserve the site. Each job is worth a certain number of Gamebucks, which are shared by the players that do the job. If you do it alone, you get all the Gamebucks! Needful Things A list of “Needful Things” is maintained on the forum. These are props that would improve the game- if you can make or purchase them, you can donate them for Gamebucks. Spell packets are almost always needed, as are snacks and water for Staff and players alike. New Players New players are always sought to help the game grow and expand and become even better than before. There is a 20 Gamebuck bonus for bringing a new person to the game, whether they PC or NPC for the weekend. NPCing You can earn Gamebucks for Mystwood by NPCing at an “allied” game which we have made arrangements with. This helps every LARP have enough NPCs to run a fun game. Generally an NPC is paid 15 Gamebucks a weekend. Unusual Circumstances Gamebucks are often awarded to people willing to give a stranded PC or NPC a ride to an event, or run similar errands. Work Days The game holds many work days to improve the site, make props, etc. Helping out at these is worth 10 Gamebucks per hour. A list of upcoming work days can always be found on the Mystwood Facebook page. 92
APPENDIX ONE SPELLS Casting Spells In order to cast a spell, you may not be wearing physical Armor, unless you possess Warcaster, Battle Mage, or the spell is a Divine Spell. You may have natural armor or Livery. Spells also cannot be cast if you are suffering from the “Silence” effect. Each spell costs a certain amount of “Mana”, which limits the number of spells you can cast per Renew. Generally, you indicate the target by throwing a beanbag “Dysha”, also known as a “spell packet” and calling the effect. If the packet hits, the target is affected, even if it strikes a weapon, cloak, or shield. If it misses, the spell is wasted and the Mana spent.
Spell List Below, you will find the basic spells a character with the Gift of Wisdom may learn when they gain a level of Wisdom. There are other spells in the world which must be found or invented. Spells are of several types: Bolt: You may throw a single “Dysha” (spell packet) and call the effect. Spray: You are allowed to throw a number of bolts, but you must throw them all as quickly as you can (within a 5 count). Voice: You do not throw a bolt- instead all within the sound of your voice will be affected. Storm: You may throw any number of bolts but must keep both feet planted. If you move your feet, or take damage, the storm stops. Spells are listed by Name; Type and amount of Mana; and finally the Effect which you must call when you cast the spell. Amicus Mort Voice, 4 Mana “By my Voice, Charm Undead” Arrows of Time Storm, 4 Mana “Root by Magic” Aura of Chaos Voice, 4 Mana “By my Voice, 1 Damage to Enemy by Magic” Awaken Bolt, 1 Mana “Purge Knockout” Awaken Rage Bolt, 1 Mana “Frenzy to Animal by Magic” Blinding Glamour Bolt, 1 Mana “Subdue by Magic” Castigation of Cassandra Bolt, 1 Mana “3 Damage to Fae by Magic”
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Disguising Glamour Voice, 3 Mana “By my Voice, Compel you to perceive me as (basic type of creature or person) by Magic” Dispel Magic Bolt, 1 Mana “Purge Magic” Dizzydweamor Bolt, 1 Mana “Compel you to spin around three times by Magic” Dominion Mortis Bolt, 3 Mana “Enslave Undead by Magic” Dreamseeker Voice, 1 Mana “Detect Unconscious” Exponere Mortis Voice, 1 Mana “Detect Undead” Feet of Clay Spray, 1 Mana “Slow by Magic” x3
Fool's Gold Voice, 1 Mana “By my Voice, Compel you to perceive this as (small item) by Magic” Gaze of the Medusa Bolt, 4 Mana “Paralyze by Magic” Gorgon's Breath of Chaos Bolt, 4 Mana “Doom by Magic” Hydra’s Grasp Spray, 4 Mana “Bind by Magic” x4 Illusory Vermin Bolt, 1 Mana “Compel you to (itch or sneeze) uncontrollably for a 60 count by Magic” Infernal Dominion Bolt, 4 Mana “Enslave Daemon by Magic” Infernal Kinship Voice, 4 Mana “By my Voice, Charm Daemon”
Infernal Revelation Voice, 1 Mana “Detect Daemon”
Red Hex Bolt, 3 Mana “Frenzy by Magic”
Tendrils of the Kraken Spray, 2 Mana “Root by Magic” x3
Infernal Tongues Voice, 1 Mana “Speak to Daemon”
The Serpent's Coils Bolt, 2 Mana “Bind by Magic”
Titan's Tread Voice, 3 Mana “By my Voice, Slow to Enemy by Magic”
Mage Winds Storm, 3 Mana “Repel by Magic”
Shield of Capricorn Bolt, 1 Mana “Repel by Magic”
The Twin Serpent Spray, 3 Mana “Bind by Magic” x2
Mind Blast Spray, 2 Mana “Subdue by Magic” x4
Smiting the Beast Bolt, 1 Mana “3 Damage to Animal by Magic”
Varo's Hand Bolt, 1 Mana “Disarm (Item) by Magic”
Minotaur's Breath Spray, 5 Mana “Frenzy by Magic” x3
Sussuria Mortis Voice, 1 Mana “Speak to Undead”
Voice Stealer Bolt, 1 Mana “Silence by Magic”
Mortal Puppet Bolt, 1 Mana “Animate by Magic”
Telmar's Transfixion Bolt, 1 Mana “Root by Magic”
Webcutter Voice, 4 Mana “By my Voice, Purge Bind and Root”
Divine Spells of Justice
Divine Spells of Mercy
Divine Spells of the Wild
Apprehend Bolt, 2 Mana “Root by Magic”
Aid Spray, 1 Mana “Purge Maim” x3
Banish Undead Bolt, 1 Mana “5 Damage to Undead”
Banish Bolt, 1 Mana “5 Damage to Daemon”
Calm Spray, 1 Mana “Purge Frenzy” x3
Bestial Rage Bolt, 3 Mana “Frenzy by Magic”
Castigate Voice, 2 Mana “By my Voice, 1 Damage to Daemon”
Mercy Bolt, 1 Mana “Heal Enemy”
Castigate Undead Voice, 2 Mana “By my Voice, 1 Damage to Undead”
Defend Spray, 1 Mana “Root Daemon by Magic” x3
Purification Bolt, 1 Mana “3 Damage to Daemon” or “3 Damage to Undead”
Entangle Storm. 6 Mana “Root by Magic”
DIVINE SPELLS
Expose Daemons Voice, 1 Mana “Detect Daemon” Mute Bolt, 3 Mana “Silence by Magic”
Seek the Fallen Voice, 1 Mana “Detect Unconscious” Storm of Battle Storm, 4 Mana “Subdue by Magic”
Expose the Unliving Voice, 1 Mana “Detect Undead” Freedom Voice, 3 Mana “By my Voice, Purge Root” Sympathy Bolt, 1 Mana “Heal Animal”
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OCCUPATIONAL SPELLS Beekeeper
Gaoler
Ratcatcher
Distracting Stings Voice, 1 Mana “Disengage”
Halt Miscreant Bolt, 1 Mana “Root by Magic”
Blast Vermin Bolt, 1 Mana “Five Damage to Vermin”
One with the Hive Bolt, 2 Mana “Charm by Magic”
Shackle Bolt, 1 Mana “Bind by Magic”
Escape Bonds Bolt, 1 Mana “Purge Bind”
Stinging of the Bees Spray, 2 Mana “1 Damage by Earth”
Torment Bolt, 1 Mana Up to three bolts of “Subdue by Will” or “Torment by Will” used within 5 minutes
Expose Vermin Voice, 1 Mana “Detect Vermin”
Swarmspeech Voice, 1 Mana “Speak to Vermin”
Gravedigger
Executioner
Hex against Accidents Bolt, 2 Mana “Bestow one Resist Crushing”
Cauterizing Spark Bolt, 1 Mana “2 Damage by Fire” Cripple Limb Bolt, 1 Mana “Maim (Limb) by Magic” Find Fugitive Voice, 1 Mana “Detect Living” Soothing End Bolt, 1 Mana “Slow and Subdue by Will” Torment Bolt, 1 Mana Up to three bolts of “Subdue by Will” or “Torment by Will” used within 5 minutes
Quiet the Dead Bolt, 2 Mana “Paralyze Undead by Magic”
Smite Vermin Voice, 2 “By my Voice, 1 Damage to Vermin” Walk Unhindered Spray, 1 Mana “Purge Root” x3
Transfix the Dead Spray, 1 Mana “Root Undead by Magic” x3
Witch Hunter
Herald
Find Fugitive Voice, 1 Mana “Detect Living”
Diplomatic Immunity Voice, 3 Mana “By my Voice, Repel by Magic” Holdfast Voice, 2 Mana “By my Voice, Subdue by Will” Silence in the Ranks Voice, 2 Mana “By my Voice, Silence for one Minute by Will”
Physician Cauterizing Spark Bolt, 1 Mana “2 Damage by Fire” Cripple Limb Bolt, 1 Mana “Maim (Limb) by Magic”
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Hex against Accidents Bolt, 2 Mana “Bestow one Resist Crushing”
Holdfast Voice, 2 Mana “By my Voice, Subdue by Will” Torment Bolt, 1 Mana Up to three bolts of “Subdue by Will” or “Torment by Will” used within 5 minutes Transfix the Dead Spray, 1 Mana “Root Undead by Magic” x3 Walk Unhindered Spray, 1 Mana “Purge Root” x3
APPENDIX TWO FEATS OF LEGEND Feats are special abilities that let you do things characters are normally incapable of doing. Feats cost Gamebucks, and you may use a maximum of 3 feats per Event. There is a Book of Legends located in the library. When you use a Feat, you must put your Gamebucks in the book and write a short in game account of what your character did when you used it. All Feats which provide effects or additional benefits last until you next Renew, unless used up beforehand. A Quest! (20 GB): You may use this feat to go on a quest in between events.Sometimes there are adventures that you would like to complete, but that might not fit the timeframe of an event. Perhaps, the goal is hindered by the mechanics of LARP or the travel time that would be required. You must submit a write up as to what you are trying to accomplish. It should relate directly to an existing storyline. You will receive a write up at the next event you attend, explaining what took place on your quest. For the most part, it is impossible to gain items or money using this feat. Against the Odds (15 GB): You may only use this feat when outnumbered at least three to one in combat, or when fighting in single combat against a foe you believe to be significantly better than you. It gives you two free Special Attacks against each foe, and allows you to call “Resist” twice to negate any two weapon hits. You may also call “Disengage” three times during the combat. An Encouraging Word (10 GB): This feat allows you to inspire a single individual, before or during battle. Allows you to call “Heal and Renew to (Name)” This cannot be shouted. Unconscious characters cannot benefit from this feat. Battle Thirst (10 GB): You may use this feat when you are reduced to Unstable, or take the “Death”, “Doom”, or “Lethal” special effects. You cry “Battle Thirst” You may fight on until you take an amount of damage equal to twice your ordinary Hit Points. You may also call “Resist” three times, total, against any hostile effect. At the end of the combat, you will return to the state you were in prior to the Battle Thirst (Unstable or Dead). Bladesharp (10 GB): By spending ten minutes sharpening and polishing an edged weapon to razor sharpness, you can gain an advantage in battle. This feat allows you to call “2 Damage” once against each foe. You may give a weapon you have used this feat on to someone else. Blather (5 GB): To use this feat, you utter a string of nonsense. If someone makes the mistake of replying to you, even by saying “What?!” you may call “Subdue by Will” against them, as they are stunned by your gibbering. Clobber (5 GB): By clubbing someone from behind with a rock or other blunt (but safe) object, you can call “Knockout”. Drunken Mayhem (10 GB): You fight better when well lubricated with strong spirits. Of course no real alcohol is allowed at any Mystwood event for safety reasons, but roleplaying can partly take its place. To activate this feat, you must roleplay getting roaring drunk before battle, then stumbling about drunkenly during the battle. You may call “Resist” three times to avoid weapon attacks, spell packets, or missile weapons by stumbling out of the way. You can also call “Lethal” three times, lurching forward to impale or swipe at a foe. Evade Trap (5 GB): Allows you to call “Resist” against a single trap effect. This feat can only be used if you have the Gift of Dexterity or the Engineering skill. Flee (10 GB): As long as you are running away from your enemies you can call “Resist” at will against any melee attack. You may also call “Disengage” at will as you run away. You cannot use any skills or abilities and must run toward safety, not away. You can’t dodge spells or missiles, and can’t be used while wearing more than 2 points of physical armor. Gearing Up (5 GB): For a single mission or battle, you may strap on any armor you can find and get Armor Points for it, even if you are normally not able to wear armor. You may also bring and use any number of weapons, even those you do not normally have the skill to use. You are limited to three things that can be thrown, however. Got Better (5 GB): Allows you roleplay to call “Purge Affliction” for any one Affliction you are suffering. You should use this ability only when an affliction is interfering with your enjoyment of the game. It is poor form to throw yourself into a bad situation knowing you can use this feat to get out of it. You are also not able to purge the “Chaos Mark” affliction through this feat. Heroic Example (30 GB): By plunging forward in the face of overwhelming odds, uttering a defiant speech, pledging to do great deeds, or offering heroic rewards to others, you may call a “By my Voice, Renew Ally”. Laughter is the Best Medicine (5 GB): If you can make someone laugh, you can call a “Heal” effect on them. This must be reasonably spontaneous- if they’re not in a laughing mood don’t push it. Unconscious characters cannot benefit from this feat. 96
One More Spell (5 GB): Often a character runs out of Mana at just the wrong time! You may make up a reason that you were able to tap into just a little more magical might. You may then cast a single spell, costing up to 3 Mana. Rally (15 GB): To use this feat, you must make a heroic speech, or otherwise do something impressive to set an example. After this inspiration, you may call “By my Voice, Heal 3 to Ally”. Smite (5 GB): By taking up a weapon in both hands, you may make a “6 Crushing” attack. Song of Courage (5 GB): After singing a full song, you may call “By my Voice, Purge Will to Ally” or “By my Voice, Bestow Resist Will”. Strike Hard (10 GB): You may use a one handed weapon in two hands to make three “4 Damage” attacks. Strike it Rich (10 GB): You may go to the NPC building/Ops and roll a die. You gain a number of crown equal to the die result, plus one. Sunder the Shield (5 GB): Allows you to call “Shatter” with one attack. This does not need to be used against a shield. Taunt (5 GB): To use this feat, you must engage a foe in an insult match. After they have gotten worked up, you may call “Frenzy at me by Will”, sending them into a rage and forcing them to attack you, and possibly their friends on the way to you. You may only use this one someone who has shouted insults BACK at you, and whom you feel you have gotten the better of. The Twin Threat (5 GB): Allows you to use a weapon of 42” or less in your off hand until you next Renew. You also gain a single “Lethal” attack with the off-hand weapon. To Die a Hero’s Death (20 GB): You may only use this feat when you are fairly certain you won't survive, and you want to go out with a bang. Activating this feat means the permanent death of your character is certainyou will die of your wounds or of fatigue when the battle is over. NOTHING will save you after this, and your character is irreversibly dead. As long as this feat is in effect, you cannot be permanently killed by anything. You can be brought down by damage, but after 5 minutes you rise up, fully healed. You may “Purge” any effect that does not directly kill you after a 3 count of roleplaying. Your weapons cannot be stolen. You may be brought down up to five times- after that, even you just can't keep going. If 30 minutes pass without you being brought to the Unconscious state, the feat ends, and you die. Unencumbered (10 GB): You gain the Agility skill until your next Renew. Vigil (15 GB): You must be a follower of one of the three gods. By spending half an hour before a battle in intense prayer and meditation, you can invoke the favor of the divine for your combat. You may, after appropriate prayers and invocations, call “By my Voice, Heal Ally” once. You Shall Not Pass (5 GB): You take up a strong defensive position, but you may not leave it for at least 5 minutes. Once you have chosen your position, you receive the “Heal to Self” effect. In addition, once during the time you are holding the position, you may call “Resist” against any one effect.
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APPENDIX THREE COMPILED TABLES
Special Attacks Melee Weapon Types
Length
Special Attacks
Notes
Claws Dagger Flail One Handed Axe Two Handed Axe One Handed Blunt Two Handed Blunt One Handed Sword Two Handed Sword Polearm Spear Staff Tool
24-30” 18-24" 32-54" 18-36" 30-60" 18-36” 30-54" 24-42” 36-60” 60-72" 48-72" 48-66" 24-60"
Maim Doom 2 Crushing 4 Damage, Harm, Maim 6 Damage, Harm, Maim 4 Crushing, Subdue 6 Crushing, Subdue Lethal, Maim Lethal, Maim 3 Damage, Maim Lethal Subdue, Trip 2 Damage, Subdue
See Claws.
Ranged Weapon Types
Length
Special Attacks
Notes
Bow * Hand Crossbow* Normal Crossbow * Thrown Weapon Javelin
24-36” <16" 20-40” <12” 24- 36”
Lethal Lethal Lethal 2 Damage Lethal
Base 2 Damage
Armor Back Plate Breastplate Brigandine Chainmail Coif Chainmail Hauberk Chainmail Shirt Chainmail Vest Cuisses or Tassets Full Arm Armor
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Benefit +2 Hit Points +2 Hit Points +2 Hit Points +1 Hit Points +4 Hit Points +2 Hit Points +1 Hit Points +1 Hit Points +1 Hit Points
Requires Weapon Use (Flail) to use.
Club, hammer, or mace. Club, hammer, or mace.
Pick, Shovel, Broom, etc.
Base 3 Damage
Armor Gambeson Great Helm Greaves Helmet Leather/Hide Clothing Metal Bracers/Gauntlets (pair) Pauldrons and Gorget Soft Leather Arms AND Legs
Benefit +1 Hit Points +2 Hit Points +1 Hit Points +1 Hit Points +1 Hit Points +1 Hit Points +2 Hit Points +1 Hit Points
GIFTS See Chapter Five, beginning on pg 47. THE GIFT OF COURAGE Level Abilities 1 Use of Arms, Stretcher Bearer 2 3 4 5 6 7 8 Ignore the Bone 9 10
Hit Point Bonus +1 +1 +2 +2 +2 +2 +2 +2 +3
Disengage per Renew 1 1 1 1 2 2 3 3 4 4
Battle Endurance per Renew 1 1 1 2 2 3 3 3
Resist Will per Day 1 1 1 2 2 3 3
THE GIFT OF DEXTERITY Level Abilities 1 Disarm Traps/Pick Locks, Thrown Weapon (I), Use Hand Crossbow 2 Use Bows 3 Florentine, Pick Pockets, Tarot Mortis 4 Assassinate, Thrown Weapon (II) 5 Two Weapons 6 7 Swashbuckling 8 Evade Trap 9 10
Special Attacks Per Renew 1 1 1 2 2 3 3 4 5
THE GIFT OF EMPATHY
Heal 2
Level 1 2 3 4 5 6 7 8 9 10
Abilities Battle Surgery, Cure Maim, Diagnose, Stretcher Bearer Healing Hand With Malice Toward None Improved Battle Surgery Detect Unconscious Heroic Surgery
THE GIFT OF PASSION Level Abilities 1 Summon Element, Elemental Burst 2 Hedge Magic 3 4 Elemental Storm 5 Mage Lore 6 7 Elemental Kinship 8 9 10 Summoner’s Stride
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Max Damage per Bolt/Burst 1 2 2 2 2 3 3 4 4 5
Special Attacks per Renew 1 1 1 1 2 2 2
Assassinate Per Day 1 1 2 2 2 2 3
Heal 5
per Renew 1 2 2 3 3 4 4 4 4
per Renew 1 2 2 3 3 3 4 4
Bursts Per Renew 1 1 2 2 3 3 3 4 5 5
Storms per Renew 1 1 1 2 2 2 2
THE GIFT OF PROWESS Level Abilities 1 Detect Health, Use of Arms 2 Extra Hit Point 3 4 5 6 7 8 9 10 THE GIFT OF WISDOM Level Abilities 1 Lore, Sorcery 2 Hedge Magic, Mage Lore 3 4 Purge Magic I 5 6 7 Purge Magic II 8 9 10
Mana 1 2 3 4 5 6 7 8 9 10
Special Attacks Per Renew 1 1 2 2 3 4 5 5 6 6
Deathstrikes Per Day 1 1 1 2 2 3
Spells 1 2 3 4 5 6 7 8 9 10
Resist Magic Per Renew 1 1 1 2 2 2 3 3
OCCUPATIONS AND SKILLS This quick reference list does NOT specify what your specific Duty, Livery, or Leadership is. For that, you must turn to Chapter Six, beginning on pg 53. Occupation Absolver/Flagellant Adventurer Agitator (Town Crier) Apprentice Artist
Astrologer/Fortune Teller Barber Surgeon Bard/Minstrel/Thespian Beekeeper Beggar Blacksmith Boatman Captain of the Guard Clerk/Forger Cook Courier
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Skills Absolution, Battle Rage, Blessed, Divine Lore, Improved Battle Rage, Iron Will, Livery, Toughness, Weapon Specialization (Flail), Weapon Use (Flail) Agility, Scavenging, Serene Contemplation, Wear Armor (2) Bardic Voice (2), Duty (1/day), Income (10), Leadership (2), News & Rumors, Unarmed Combat Agility, Apprenticeship, Duty (1/day), Production X (any 1 Material or Component), Serene Contemplation Artistry, Income (10), Serene Contemplation one of Metalworking (4), Scribe (4), Sewing (4), or Woodworking (4) and one of Commerce, Divine Lore, Engineering, Mage Lore, or Woodwise Fortune Telling, Income (10), Mage Lore, News & Rumors, Serene Contemplation and one of Bardic Voice (2) or Scribe (2) Apothecary (2), Cure Affliction, Medicine (1) Bardic Voice (3), Entertainer, News & Rumors Apothecary (2), Income (10), Livery, Occupational Spells, Production (4 Food, 4 Life), Serene Contemplation, Swarm Magic, Wear Armor (1), Woodwise Agility, Livery, Scavenging and one of Begging or Weapon Use (Staff) Livery, Metalworking (4), Weapon Specialization (One Handed Blunt, Two Handed Blunt) Buy/Sell (10), Income (5), Production (1 Water), News & Rumors, Work Rhythm and one of Cosmpolitan Connections or Scavenging Duty (1/day), Income (15), Leadership (4), Livery, Patronage (1), Scribe (2), Warcaster, Weapon Specialization (Any one Weapon Type), Weapon Use (Large Shield), Wear Armor (5) Production (2 Parchment), Scribe (4) Butcher, Cooking (4) Agility, Income (5), News & Rumors, Pathfinding, Scribe (2)
Occupation Corporal of the Guard
Skills Armstraining (2), Duty (2/day), Income (10), Leadership (2), Livery, Warcaster, Weapon Specialization (Any one Weapon Type), Weapon Use (Large Shield), Wear Armor (4) Courier Agility, Income (5), News & Rumors, Pathfinding, Scribe (2) Dancer/Juggler/Acrobat Agility, Entertainer, Livery, News & Rumors, Weapon Specialization (Thrown Weapon) Dragon Slayer Battle Rage, Livery, Scavenging, Slayer (Beastman, Draconian, Goblin, Minotaur, and Troll), Wear Armor (3) Executioner Entertainer, Execution, Income (10), Livery, Occupational Spells, Poisoner (4), Weapon Specialization (One Handed Axe, One Handed Sword, Two Handed Axe, Two Handed Sword) Famulus Armstraining (2), Iron Will, Livery, Mage Lore, Slayer (Daemons), Weapon Specialization (any one Weapon Type), Warcaster Fence/Pawnbroker Bardic Voice (1), Buy/Sell (50), Commerce, Income (10), Poisoner (1), Research, Scribe (1), News & Rumors, Retainers (1) Forester/Ranger/Gamekeeper Pathfinding, Production (8 Wood), Scavenge Arrows, Weapon Specialization (One Handed Axe, Two Handed Axe), Wear Armor (2), Woodwise, Woodworking (3) Freeholder Butcher, Patronage (1), Production (4 Cloth, 12 Food, 2 Wood), Weapon Use (Flail), Woodwise, Woodworking (2) Friar Absolution, Divine Lore, Divine Spells, Grant Karma, News & Rumors, Pathfinding, Religious Ceremony Gaoler Duty (1/day), Income (10), Livery, Occupational Spells, Set Trap, Weapon Specialization (One Handed Blunt, Two Handed Blunt), Wear Armor (3) Gentlefolk Bestow Favor, Income (10) also, choose any 2 of the following: Bardic Voice (2), Cooking (2), Divine Lore, Research, Scavenge Arrows, Scribe (2), Serene Contemplation, or Sewing (2) Gravedigger Engineering, Income (5), Occupational Spells, Production (1 Death Component), Slayer (Undead), Weapon Specialization (Tool), Woodworking (2) Guild Crafter Guild Wages, Livery plus retain your Basic Occupation’s skills, +2 Craft Points added to one Craft Skill. Herald Armstraining (2), Bardic Voice (3), Income (10), Livery, Occupational Spells, Scribe (3) Herbalist Apothecary (4), Cure Affliction, Mage Lore, Woodwise Herdsman/Herdswoman Pathfinding, Production (3 Cloth, 8 Food), Wear Armor (1), Woodwise Hermit/Anchorite Apothecary (2), Cure Affliction, Divine Lore, Scribe (2) Hunter Butcher, Income (5), Pathfinding, Production (2 Food), Scavenge Arrows, Weapon Specialization (Bow, Normal Crossbow), Wear Armor (1), Woodwise Huscarl Armstraining (2), Leadership (2), Weapon Specialization (One Handed Axe and One Handed Sword), Wear Armor (3) Juror Bardic Voice (2), Research, Scribe (2), Serene Contemplation and any two of Commerce, Detect Health, Divine lore, Engineering, Iron Will, Mage Lore, News & Rumors, or Woodwise Knight Errant Income (10), Leadership (1), Livery, Wear Armor (6) Knight of the Realm Income (50), Leadership (4), Livery, Patronage (3), Retainers (6), Wear Armor (8) Knight Paladin Absolution, Blessed, Divine Lore, Divine Spells, Grant Karma, Income (10), Livery, Religious Ceremony, Wear Armor (10) Knight Penitent Blessed, Divine Lore, Divine Spells, Income (10), Livery, Wear Armor (8) Knight Templar Battlemage, Leadership (1), Income (10), Livery, Mage Lore, Research, Scribe (4), Wear Armor (6) Laborer/Mason/Ditchdigger Duty (2/day), Engineering, Income (5), Toughness, Weapon Use (Two Handed Axe or Two Handed Blunt), Weapon Use (Tool), Work Rhythm Litigant Bardic Voice (2), Battle Rage, Duelist, Livery, Toughness, Unarmed Combat Magistrate Bardic Voice (2), Commerce, Duty (1/day), Income (20), News & Rumors, Research, Retainers (3), Scribe (4) Master Crafter Guild Wages, Instruction, Livery, Masterwork, Retainer (1) plus retain your Basic Occupation’s skills, +4 Craft Points added to one Craft Skill. Master Thespian Bardic Voice (6), Entertainer, Income (10), News & Rumors, Research, Scribe (2)
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Occupation Merchant
Skills Buy/Sell (100), Commerce, Income (20), News & Rumors, Patronage (1), Retainers (2) and any one Craft (2) skill Miller Income (20), News & Rumors, Production (8 Food), Production (4 Air, 4 Water, or 3 Life), Woodworking (4) Miner Commerce, Engineering, Metalworking (2), Patronage (1), Production (8 Metal), Weapon Specialization (Tool), Wear Armor (3), Woodworking (2) Night Watch Duty (2/day), Duty (1/day after nightfall), Income (10), Production (1 Fire Component), Wear Armor (2), Weapon Specialization (Hand Crossbow, Normal Crossbow) Novice Monk Divine Lore, Livery, Research, Scribe (3), Serene Contemplation Ordained Priest Absolution, Divine Lore, Divine Spells, Grant Karma, Income (10), Religious Ceremony, Serene Contemplation, Weapon Specialization (One Handed Blunt, Two Handed Blunt), Wear Armor (4) Peddler Buy/Sell (50), Commerce, Income (10), News & Rumors, Pathfinding Penitent Battle Rage, Blessed, Divine Lore, Livery, Weapon Specialization (Flail), Weapon Use (Flail) Preacher/Lay Cleric Divine Lore, Divine Spells, Income (5), Religious Ceremony, Serene Contemplation, Wear Armor (3), Weapon Specialization (One Handed Blunt, Two Handed Blunt) Philosopher Production (2 Parchment), Research x3, Scribe (6), Serene Contemplation Physician Apothecary (6), Cure Affliction, Livery, Medicine (2), Occupational Spells, Research, Serene Contemplation Pikeman Weapon Use (Polearm) or Weapon Specialization (Polearm). plus retain your Basic Occupation Pit Fighter/Judicial Champion Armstraining (2), Battle Rage, Duelist, Entertainer, Unarmed Combat, Wear Armor (3) Poacher Butcher, Pathfinding, Production (3 Cloth, 6 Food), Scavenge Arrows, Weapon Specialization (Bow, Normal Crossbow), Wear Armor (2), Woodwise Ratcatcher Engineering, Livery, Occupational Spells, Poisoner (2), Set Trap, Slayer (Vermin) Sergeant at Arms/Bodyguard Armstraining (4), Income (10), Leadership (3), Livery, Wear Armor (4) Squire Income (10), Wear Armor (4), and one of Armstraining (2) or Metalworking (2) Steward Buy/Sell (50), Cooking (6), Commerce, Leadership (3), Scribe (2) Tailor/Leatherworker Duty (1/day), Medicine (1), Sewing (4) Tavern Keeper Cooking (2), Drinks on the House, Duty (1/day), Income (10), News & Rumors, Sell Drinks Tavern Master Buy/Sell (20), Cooking (2), Drinks on the House, Duty (2/day), Income (10), News & Rumors, Patronage, Retainers (1), Sell Drinks, Tavern Share. Thane Armstraining (3), Bardic Voice (3), Battle Rage, Income (10), Leadership (4), Weapon Specialization (Any one Weapon Type) Wear Armor (6) Theologian Bardic Voice (2), Divine Lore, Research x2, Scribe (4), Serene Contemplation Tinker Buy/Sell (25), Commerce, News & Rumors, Tinkering Town Guard Duty (3/day), Income (5), Livery, Warcaster, Weapon Specialization (Any one Weapon Type), Weapon Use (Large Shield), Wear Armor (3) Town Guard Auxiliary Income (+5) and Livery. plus retain your Basic Occupation’s skills. Varlet Duty (2/day), Income (5), Leadership (1), Unarmed Combat and any one Craft Skill (2) Witch Hunter Bardic Voice (2), Leadership (2), Mage Lore, Occupational Spells, Research, Set Trap, Slayer (Undead), Wear Armor (4) Woodsman/Woodswoman Duty (1/day), Weapon Specialization (One Handed Axe, Two Handed Axe), Wear Armor (1), Woodworking (4), Woodwise
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SKILLS REFERENCE Skills are in Chapter Seven, starting on pg 63. Skill Absolution Abundant Mana Agility Apothecary Apprenticeship Armor Repair Armored in Faith Armstraining Artistry Bardic Voice Battle Rage Battlemage Begging Beloved of the Forest Bestow Favor Blessed Blood of Skandia Brawler Butcher Buy/Sell (X) Commerce Cooking Cosmopolitan Connections Cure Affliction Detect Health Divine Lore Divine Spells Drinks on the House Duelist Duty Energy Conservation Engineering Entertainer Execution Fortune Telling Grant Karma Guild Wages Hagsblood Improved Battle Rage Improved Bestow Favor Improved Duelist Improved Scavenging Income (X) Instruction Iron Will Joy of Life
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Purchase [Major, 15 MS, Once] [Minor, 5 MS, Multiple] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Unavailable] [Minor, 5 MS, Once] [Minor, 5 MS, Once] [Major, 15 MS, Once] [Unavailable] [Major, 15 MS, Once] [Unavailable] [Major, 15 MS, Once] [Unavailable] [Standard, 10 MS, Once] [Unavailable] [Standard, 10 MS, Once] [Standard, 10 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Minor, 5 MS, Multiple] [Minor, 5 MS, Once] [Major, 15 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Minor, 5 GB, Once] [Minor, 5 MS, Once] [Major, 15 MS, Once] [Unavailable] [Major, 15 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once [Minor, 5 MS, Once] [Major, 15 MS, Once [Major, 15 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Unavailable] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Standard, 10 MS, Once] [Minor, 5 MS, Multiple] [Standard, 10 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once]
Skill Leadership (X) Livery Mage Lore Master Butcher Master Teacher Masterwork Medicine (X) Metalworking News & Rumors Occupational Spells Old Blood Pathfinding Patronage (X) Poisoner Precision Production X (Type) Religious Ceremony Research Retainers (X) Scavenge Arrows Scavenging Scribe Sell Drinks Serene Contemplation Set Trap Sewing Slayer (Type) Stench of the Enemy Stretcher Bearer Swarm Magic Tarot Mortis Punchinello Tavern Share Thousand Yard Stare Tinkering Toughness True Grit Unarmed Combat Use Two Weapons Wages of Sin Warcaster Weapon Specialization (Type) Weapon Use (Type) Wear Armor (X) Woodwise Woodworking Work Rhythm
Purchase [Major, 15 MS, Once] [Standard, 10 MS, Once] [Minor, 5 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Multiple] [Unavailable] [Unavailable] [Major, 15 MS, Once] [Minor, 5 MS, Once] [Unavailable] [Minor, 5 MS, Once] [Standard, 10 MS, Once] [Unavailable] [Major, 15 MS, Once] [Standard, 10 MS, Once] [Unavailable] [Major, 15 MS, Once] [Unavailable] [Minor, 5 MS, Multiple] [Standard, 10 MS, Once] [Minor, 5 MS, Once] [Major, 15 MS, Once] [Unavailable] [Minor, 5 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Unavailable] [Minor, 5 MS, Once] [Minor, 5 MS, Once] [Unavailable] [Standard, 10 MS, Once] [Unavailable] [Minor, 5 MS, Once] [Unavailable] [Major, 15 MS, Once] [Standard, 10 MS, Once] [Standard, 10 MS, Once] [Major, 15 MS, Once] [Minor, 5 MS, Once] [Standard, 10 MS, Once] [Standard, 10 MS, Multiple] [Standard 10 MS, Multiple] [Minor, 5 MS, Multiple] [Minor, 5 MS, Once] [Major, 15 MS, Once] [Unavailable]
KARMIC POWERS: JUSTICE Karmic Power Calm and Reason Daemonbane Doom of the Faithless Guidance
Karma 1 1 2 1
Holy Fury Honest Labor Purify
1 1 5
Smite
1
Effect You may call “By my Voice, Purge Will” once. You gain the skill “Slayer (Daemons)” until you next Renew. You may call “___, Doom to Oathbreaker by Name” once. You may ask a Grey Wanderer to hear your prayers, seeking information on how to proceed in a matter related to Justice, Law, Politics or combating Chaos. You gain one use of the skill “Battle Rage”. You may use 2 Craft Points for a skill of your choice to use on one task related to your beliefs. You may purge a Mark of Chaos from another after they perform suitable penance. Call “Forsooth, I remove a Mark of Chaos”. After at least a 15 count of roleplay calling on Justice to smite your foe, you may call “8 Crushing” once.
KARMIC POWERS: MERCY Karmic Power Glory Guidance
Karma 1 1
Healing Hand Life Link
1 1
Peace Purity
1 1
Salvation Self Sacrifice
1 5
The Gods Provide
1
Wonder of Healing
3
Effect You gain the skill “Slayer (Humans)” until you next Renew. You may ask a Grey Wanderer to hear your prayers, seeking information on how to proceed in a matter related to Battle, Courage, Love or Peace. You may touch a character with a packet to call “Heal”. You may form a Life Link with another person. Call “Bestow Life Link”. During this time, you may call “Heal (X) to (Name) by Name”. This causes X points of damage to you. You may have only one Life Link at a time, total. You may call “By my Voice, Purge Frenzy” once. Once activated, this Karma power lasts 5 minutes. Within that period, you may call "Detect Poison" at will. You may spend a 10 count roleplaying to call "Purge Poison", and a 30 count to "Resist" any "by Poison" effect. Both of these are also “at will.” You may throw a packet for “Purge Doom”. You may take another’s Final Death on yourself. They are restored to life, but you lose your “once ever” resurrection bestowed by Justice, If you have already used this death, you permanently die yourself. You must enter this in your chapter’s death record, and a Grey Wanderer is required. You may take 2 Material or Component tags and divide them in half. Each half will function as a normal tag. Write “The Gods Provide” on the tags with your initials. You may call “By my Voice, Heal 1” once.
KARMIC POWERS: WILD Karmic Power Animal Kinship Armor of Wode
Karma 1 2
Bounty of the Earth
1
Guidance
1
Transformation
5
Vengeance of Nature 1
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Effect You may throw three “Charm Animal” packets. All must be used within a 60 count. By donning a garment of leaves, crown of horns, elaborate face and body paint or the like, you may “Bestow (up to 3) Armor Points” on yourself or another. These count as physical armor, but anyone may use them even if they do not possess the Wear Armor skill. Armor available depends on the props which are used, with a maximum of 3 Hit Points: 1 Hit Point: Blue or black stripe across eyes; fan of leaves behind head; leaves in hair; or necklace of bones. 2 Hit Points: Animal skull worn on head; sheets of plaited grass or reeds; large necklace of bones, claws, and skulls. 3 Hit Points: At least half of body, or all limbs, striped in blue, black, or green; full animal skin cape with head. You may call forth 3 units of Food, 2 units of Wood, or any one elemental Component, which must be used immediately (no tags). You may ask a Grey Wanderer to hear your prayers, seeking information on how to proceed in a matter related to Crafting, Nature, Undead, or Wealth. After a protracted ritual and various tests over the course of a day, this allows you or another to gain a 1 point Advantage. A character may only benefit from this once, and this may give the character 5 total Advantage points. You gain the skill “Slayer (Undead)” until you next Renew.
APPENDIX FOUR Economy
General Notes on the Value of Crafting in Mystwood These prices were derived as follows: Your time is worth 1 crown, base. A Craft Point is also worth about 1 crown. Materials and Components were valued as though purchased at the lowest listed value (so Food is worth 2 crown). If a given item took more than one single unit of Materials or Components, each unit after the first had its value increased by 1 crown. Thus, for example, an Unusual Weapon requires 2 Craft Points and 2 Metal. The value is 3 (base 1, plus 2 CP) plus 2 (first unit of Metal) plus 3 (second unit of Metal), for a total of 8 crown. The “high” recommended sell price is then 50% more than this value, rounded up. It is recommended as a seller that you start with the high price, and be haggled down no lower than the low price, during your in game interactions.
Production Materials (Cloth, Food, Metal, Parchment, Wood) Basic Components (Air, Earth, Fire, Water) Life Component Death Component Chaos or Time Component
2 to 3 crown 3 to 4 crown 4 to 6 crown 5 to 7 crown- illegal 8 to 10 crown- Chaos is illegal
Apothecary Administer Anesthesia Apothecary’s Workshop Aqua Regia Blade Poison Caustic Tar Contact Poison Herbal Poultice Ingested Poison Medical Kit Potent Sweets Purging Set the Bone Smelling Salts
Armstraining
Basic Drill Deflection Training Quintain Training Shrewd Cuts Spear Hedge Supple Wrist Target Practice Tournament of Arms
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3 to 5 crown 79 to 119 crown (if providing all Components and Materials) 13 to 20 crown 7 to 11 crown- possibly illegal 6 to 9 crown, or 2 to 3 crown per Bestow 9 to 14 crown- possibly illegal 11 to 17 crown 7 to 11 crown- possibly illegal 16 to 24 crown, or 3 to 5 crown per individual use 9 to 14 crown, or 3 to 5 crown per candy 5 to 8 crown 2 to 3 crown 2 to 3 crown 3 to 5 crown- Reasonable to charge “trainees” 1+ crown each. 2 to 3 crown 3 to 5 crown 2 to 3 crown 2 to 3 crown- Reasonable to charge “trainees” 1+ crown each. 2 to 3 crown 3 to 5 crown 3 to 5 crown- Reasonable to charge 1+ crown entry fee.
Bardic Voice Bardic Contest, etc. Bestow Task or Quest Careful Planning, etc. Heroic Recounting, etc. Praising Couplet Reasoned Argument Rumormongering Scornful Rhyme Witty Jest
Cooking
Hearty Meal Iron Ration Kitchen Nail Soup Recognition Banquet Replenishing Snack Toxic Food Welcoming Morsel
3 to 5 crown- Reasonable to charge 1+ crown entry fee. This should not be paid for by the recipient in most situations. 3 to 5 crown- Reasonable to charge listeners 1+ crown. 3 to 4 crown- Reasonable to charge “trainees” 1+ crown each. 3 to 5 crown 2 to 3 crown 4 to 6 crown 1 to 2 crown 2 to 3 crown 3 to 5 crown 5 to 8 crown 85 to 128 crown (if providing all Components and Materials) 4 to 8 crown 16 to 24 crown 4 to 6 crown, +3 to 5 crown per consumer 4 to 6 crown- possibly illegal 2 to 3 crown
Metalworking Armor Piercing Arrows Arrows Harden Weapon Metal Tools Reinforced Bracers/Greaves Reinforced Breastplate Reinforced Helmet Sharpen Blade Smithy Workshop Spot Weakness Unusual Weapon
6 to 9 crown 3 to 5 crown 5 to 8 crown 4 to 6 crown 4 to 6 crown 5 to 8 crown 5 to 8 crown 2 to 3 crown 109 to 164 crown (if providing all Components and Materials) 3 to 5 crown if done on another’s behalf 8 to 12 crown
Poisoner Blade Poison Caustic Tar Contact Poison Ingested Poison Purging Quick Poison
7 to 11 crown- possibly illegal 6 to 9 crown, or 2 to 3 crown per Bestow 9 to 14 crown- possibly illegal 7 to 11 crown- possibly illegal 5 to 8 crown 2 to 3 crown- possibly illegal
Scribe Forged Document Illuminated Account Invitation Prayer Purity Seal Sacred Verse Scriptorium Swift Letter
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4 to 6 crown 7 to 11 crown 4 to 6 crown 4 to 6 crown, plus value of Karma 3 to 5 crown 4 to 6 crown 146 to 219 crown (if providing all Components and Materials) 4 to 6 crown
Sewing Cloth Tools Comforting Bandages Create Vellum
4 to 6 crown 3 to 5 crown 4 to 5 crown, plus 3 to 5 per additional Parchment made
Mending and Patching Rune of Fireproofing Rune of Freedom Rune of Warmth Secret Pocket Sewing up the Wound Swirling Cloak Tailor’s Shop Tapestry
1 to 2 crown 4 to 6 crown 8 to 12 crown 4 to 6 crown 4 to 6 crown 2 to 3 crown 8 to 12 crown 60 to 90 crown (if providing all Components and Materials) 5 to 8 crown, plus 3 to 5 crown per additional Moonstone
Woodworking
Arrows Burning Brand Fire Arrows Dart Trap Glancing Shield Glyph of Warding Harvest Wood Improved Wood Splint Locked Box or Door Make Paper Reinforced Shield Town Upkeep Wood Shop Wood Tools
(If Cloth provided, 2 to 3 crown total)
3 to 5 crown 8 to 12 crown 7 to 11 crown 14 to 21 crown 3 to 5 crown 11 to 17 crown 3 crown 4 to 6 crown 15 to 23 crown 4 to 5 crown, plus 3 to 5 per additional Parchment made If Wood provided, 2 to 3 crown total 5 to 8 crown 1 to 2 crown 76 to 114 crown (if providing all Components and Materials) 4 to 6 crown
Other Valuable Skills Apprenticeship Armor Repair Butcher Cure Affliction Entertainer Execution Fortune Telling Instruction Scavenging Tinkering
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4 to 6 crown 1 to 2 crown See Production (2 to 3 crown) 4 crown, plus any other necessary ingredients 5 to 8 crown 5 to 8 crown 4 to 6 crown 5 or more crown per Skill Token See Production (2 to 3 crown) See relevant Craft item. Add 1 crown if normally a 0 CP item.
Buy/Sell Even in peaceful times, Mystwood is a remote area, with few opportunities for commerce. Only the hardiest of peddlers and merchants will brave the treacherous roads through the forest. Even those who do come to the Mystwood will not be successful without a good knowledge of when and where goods are likely to be available, what reasonable prices are, and where buyers can be found with actual coin to spend. The Buy/Sell skill represents this knowledge. You may use this skill once per Event, at a time of your choosing. Bring a list of items you want to buy or sell and the coin to do so to a Grey Wanderer, or go to the Staff operations building. This represents interaction with an off-board NPC merchant. The maximum amount you can spend is listed in your Occupation’s Buy/Sell entry. The following list includes all items and their normal prices. While this is a baseline, these prices and items may change from event to event, and be a source of trends which one can use to profit. Each event you might be given an extra sheet with more unusual items, that will not have precise descriptions. These will be somewhat of a gamble if you choose to buy them. The “Buy” column shows how much a character with Buy/Sell can purchase the given item for between games or “off board” with an NPC merchant. This amount is identical to the lowest value for the Recommended Sell Price under Economy. The “Sell” price, on the other hand, represents the amount a character with Buy/Sell can liquidate an item for between games or “off board” with an NPC merchant/ Items Food Cloth Parchment Metal Wood
Type Basic Material Basic Material Basic Material Basic Material Basic Material
Buy 2 2 2 2 2
Sell Notes 2 2 2 2 2
Air Earth Fire Water Life Death Chaos Time
Basic Element Basic Element Basic Element Basic Element Rare Element Rare Element Rare Element Rare Element
3 3 3 3 4 5 8 8
3 3 3 3 4 5 8 8
Cloth Tools Metal Tools Wood Tools
Tool Tool Tool
4 4 4
3 3 3
Items Arrows Armor Piercing Arrows Fire Arrows Aqua Regia (Acid Bomb) Burning Brand
Type Enhancement Enhancement Enhancement Enhancement Enhancement
Buy 3 6 7 13 8
Sell 3 5 6 9 6
Notes 10 “2 Damage” arrows 10 “2 Crushing” arrows 5 “2 Fire”arrows “3 Water to Room” packet. One use. “1 Fire and Subdue to Room” packet. One use.
Comforting Bandages Medical Kit Herbal Poultice Improved Wood Splint
Enhancement Enhancement Enhancement Enhancement
3 16 11 4
3 13 9 3
“Heal 2” when tied on. One use. 6 uses of “Heal 3” after a 60 count roleplay. “Purge Poison”. One use. “Purge Maim”. One use.
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Illegal- use and sell carefully. Illegal- use and sell carefully.
Items Iron Ration Potent Sweets Purity Seal
Type Enhancement Enhancement Enhancement
Buy 5 3 3
Sell 3 3 3
Notes Renew, may be used even outside town. “Bestow 1 Mana”. One use. “Resist” one “by Magic” effect if worn visibly. One use.
Glancing Shield Hardened Weapon Reinforced Breastplate Reinforced Bracers/Greaves Reinforced Helmet Reinforced Shield Unusual Weapon
Enhancement Enhancement Enhancement Enhancement Enhancement Enhancement Enhancement
3 5 5 4 5 5 8
1 3 3 3 3 3 5
“Resist Crushing”. One use. “Resist Shatter”. One use. “Resist Lethal”. One use. “Resist Maim”. One use. “Resist Knockout or Lethal”. One use. “Resist Shatter”. One use. A variety of oddities.
Rune of Fireproofing Rune of Freedom Rune of Warmth Secret Pocket Swirling Cloak
Enhancement Enhancement Enhancement Enhancement Enhancement
4 8 4 4 8
3 6 3 3 5
“Resist Fire”. One use. “Resist Bind or Root” if not wearing armor. One use. “Resist Water” One use. Hide small item or 10 coins for 30 minutes. May call “Disengage” once per Renew.
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APPENDIX FIVE Witchblood
A character's Witchblood effects for the weekend are obtained by a roll of two six sided dice. Each event is different, and some events may use a different chart for plot-related reasons. Roll 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6
1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6
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Effect
Spellburnt Hexed Imbalanced Cold Humors Imbalanced Warm Humors Webcutter Nimble Attunement (Air/Earth) Attunement (Air/Fire) Attunement (Air/Water) Attunement (Earth/Fire) Attunement (Earth/Water) Attunement (Fire/Water) Lesser Entrapment Greater Entrapment Lesser Tranquility Greater Tranquility Stalker Beaststalker Irritation Slayer Beastslayer Minor Evocation Major Evocation Great Evocation Major Healing Minor Healing Rejuvenating Word Compelling Word Demanding Word Paralysis Repulsion Repelling Word Entangle Slaughter Reserves of Strength Magic Resistance
Notes
For the entire Event, any "by Magic" effect you are affected by also causes "1 Damage". For the entire Event, you suffer a curse of your choice from the Evil Eye list. For the entire Event, you suffer double damage from any "by Earth" or "by Water" effect. For the entire Event, you suffer double damage from any "by Air" or "by Fire" effect. For the entire Event, you may call "No Effect" to the "Bind" and "Paralyze" effects. Three times per Renew, you may call "Disengage". Twice per Renew, you may call "Resist" to any "by Air" or "by Earth" effect. Twice per Renew, you may call "Resist" to any "by Air" or "by Fire" effect. Twice per Renew, you may call "Resist" to any "by Air" or "by Water" effect. Twice per Renew, you may call "Resist" to any "by Earth" or "by Fire" effect. Twice per Renew, you may call "Resist" to any "by Earth" or "by Water" effect. Twice per Renew, you may call "Resist" to any "by Fire" or "by Water" effect. Once per Renew, you may throw a "Root by Magic" packet. Twice per Renew, you may throw a "Root by Magic" packet. Once per Renew, you may throw a "Silence by Magic" packet. Twice per Renew, you may throw a "Silence by Magic" packet. Once per Renew, you may throw a "Doom by Magic" packet. Once per Renew, you may throw a "Doom to Animal by Magic" packet. Once per Renew, you may throw a "1 Damage by Magic" packet. Once per minute (60 count), you may throw a "1 Damage by Magic" packet. For the entire Event, at will, you may throw a "1 Damage to Animal by Magic" packet. Once per Renew, you may throw a "5 Damage by Magic" packet. Three times per Renew, you may throw a "5 Damage by Magic" packet. Once per Renew, you may call "By my Voice, 1 Damage by Magic". Once per Renew, you may touch a character with a packet for "Heal by Magic". Five times per Renew, you may touch a character with a packet for "Heal One by Magic". Once per Day, you may call "By my Voice, Heal One by Magic". Once per Day, you may call "By my Voice, Charm by Magic". Once per Day, you may throw an “Enslave by Magic” packet. Once per Renew, you may throw a "Paralyze by Magic" packet. Five times per Renew, you may throw a "Repel by Magic" packet. Once per Renew, you may call "By my Voice, Repel by Magic". Once per Renew, you may throw a “Bind by Magic” packet. Once per Day, you may throw a "Death by Magic" packet. Once per Day, for a period of 15 minutes you gain +10 to your Maximum Hit Points. Three times per Day, you may call "Resist" to any single "by Magic" effect.
APPENDIX SIX
A Short Primer on Characterization How to be "In Game” at Mystwood LARP is an unusual hobby, different from pretty much anything else. It can be hard to come to your first event, and once there get right into the world and always be roleplaying, but it can be done given effort and a bit of planning.
Before your First Event * Don't be afraid to ask questions- about the game sites, about the game rules, about the world setting, about LARP in general. You have several options, from your friends who may already have played, to the Facebook page (where several members of Staff can respond), to the Mystwood e-mail address, which is [email protected]. * Generally speaking, Mystwood is set up for player cooperation against outside forces and the elements of the setting. Consider not making a character who is treacherous, steals from other townsfolk, or is secretly a Chaos worshipper. These character types may encounter resistance from other players and the society of the in-game world, and may be less fun for you. * Write a detailed back story and history. Other players will ask you about who you are, and you should have answers for them. What is your full name? Is that your real name or a nickname? What are the names of your parents? Where are you from? What did you do before you came to this town? What's your plan, now that you’re here? The more you know about how your character was shaped by their history, the more informed you will be when called upon to react in game. * Be prepared to have your history gently altered if it does not quite match Mystwood's world setting. Remember, you can't be a noble, and your first character must be from the area of the Mystwood. This means coming from Eastmarch, Dragonshire, Fenwyck, Pelancia, or Burgundar.) The campaign setting is basically Medieval Europe, so pirates, samurai, ninja, and the like won't make sense. The setting is somewhat low magic, so you will probably not be the child of a wizard or the like. Perhaps your parents were able to use magic but they likely had a “normal job” as well. Finally, your character must be human, though there are many creatures you might have ancestors from- not everyone is full-blooded human! * Understand how your Gifts, Occupation, and Skills work. The more you know about them, the better prepared you will be to use them in game, and the more fun you will potentially have.
While at an Event * Good roleplay requires active listening. If you are listening to what is going on around you, you will be better able to think about how your character will respond. * Staff and player Seneschals are always ready to answer any rules or world questions you might have. Remember that 'Clarify' is your friend if you do not understand what an effect does. * Talking "out of game" in public areas is NEVER ACCEPTABLE. It's unlikely that all the other players around you want to know what the football score was last night, or what TV show you're basing your character off of. The better you stay in character, the better everyone around you will, and the game will be more fun for everyone. * When trying to get “in character”, think of how your character’s personality traits are similar and different to your own. Many players choose to make a character who is more or less like them, and that is absolutely fine. For others, as a challenge, making a character much different from themselves can be fun. If you are naturally introverted, you might choose to play a loud, boisterous town crier. If you are not normally athletic, perhaps a courier might be a fun role. * When making a decision in game, think of how it will affect the game world, your continued character, and more importantly the player characters around you. A thing might seem fun in the short term, but would your character do it? A law-abiding magistrate, for example, would probably never blatantly use Chaos magic, even though the player might think it's awesome. Consider how your decision will affect other players and their characters. It might make sense for your character to choose to do something that will hurt the entire town, but that decision will probably make the game less fun for everyone. Carefully weigh this before making a decision. 111
* When referring to an in-game skill or power, try to merely allude to it rather than calling it by name. If someone asks if you can heal, for example, tell them that "My grandmother said I was pretty empathic", or “I’ve got the healing hands”, not "I have Level 7 Empathy”. If they ask you if you can use a two handed sword, tell them you are a squire who has spent long hours training by the side of the other would-be knights, not that you have Use of Arms. Some skills make sense to call by name- if someone is looking for a Butcher, and you have that skill, you can affirm easily enough. Remember that there may be in-game punishments for out of game sayings, and act accordingly. * If you are struck in combat, make sure to roleplay the pain and surprise of injury. While simply saying "you hit me!" or "got it" is technically acceptable, playing up the danger and pain makes the fight seem more real. * If you are wounded, don't say "I've got 2 Hit Points left". Tell the healer "I think I can take another hit or two". If you're out of uses of your skills, say "I need a drink, that last fight really took it out of me!", not 'I need to renew”. * Further, remember that our game world is meant to "almost" be medieval Europe. Try to avoid modern anachronisms. "Soda" might be ale or beer. "Going to your car" might be “headed to the wagons” or “returning to camp”. Modern plastic wrappers shouldn't be left out in sight. Unwrap your food before bringing it into the playing area. If you must bring a water bottle into the game area, take the label off- but even better, use a mug. * Suspend your disbelief, and remember what your character would and would not know about the world. There’s no New World, and not much is known about the areas that are Africa and Asia in our world. There’s no germ theory of disease (and indeed, Afflictions don’t work like real world diseases), and no telescopes to tell us about the stars. There are no firearms, no industries churning out hundreds of books, items, and foodstuffs, and no fast or cheap ways to transport goods or communicate. Assume you know nothing, do some research about the Middle Ages on Wikipedia, and have fun immersing yourself in a world far simpler than our own. * Write Post Event Letters. Doing so helps you advance, helps keep your mind on what happened during the event, and helps you get more plot and fun stuff at the next game.
After Your First Few Events * Work to improve your costume. Investing in a costume that is yours is the best way to feel more "in character". Start with accessories- should your character have some special necklace, rings, or a cloak? Would a hat really make them look unique? Should your character have certain tools or other implements that would make them look more realistic? Do you have your own weapons, armor, and other necessary things? If your character likes to gamble, maybe buying an antique-looking deck of cards would be a good accessory, or if they are a butcher, getting a "blood-stained" apron or making fake meat to hang where your character makes their camp would be a great way to make this obvious. * Much of the fun in the game is player driven. Decide on what your character wants, and start working toward it. The Pathfinding and Research skills can be great ways to facilitate this. The feat "A Quest!" is another great source of plot. Enlist your friends to help you, and help them achieve their own goals, if it makes sense for your character. * If you are unhappy with your Occupation, Advantages, or Disadvantages, remember there are ways in game to change them. You don't necessarily need to make a new character if something isn't fun, or not working for you. The Staff is always willing to work with players in order to ensure that they are having fun. * Remember what the game was like for you when you first started, and what was difficult, confusing, or not fun. Try to help newer players as much as you can.
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